[core] Introduce gl::Program template
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135
src/mbgl/programs/line_program.cpp
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135
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/map/transform_state.hpp>
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#include <mbgl/util/mat2.hpp>
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#include <mbgl/sprite/sprite_atlas.hpp>
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#include <mbgl/geometry/line_atlas.hpp>
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namespace mbgl {
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static_assert(sizeof(LineAttributes::Vertex) == 8, "expected LineVertex size");
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template <class Values, class...Args>
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Values makeValues(const style::LinePaintProperties& 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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Args&&... args) {
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// the distance over which the line edge fades out.
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// Retina devices need a smaller distance to avoid aliasing.
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float antialiasing = 1.0 / pixelRatio;
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mat2 antialiasingMatrix;
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matrix::identity(antialiasingMatrix);
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matrix::scale(antialiasingMatrix, antialiasingMatrix, 1.0, std::cos(state.getPitch()));
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matrix::rotate(antialiasingMatrix, antialiasingMatrix, state.getAngle());
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// calculate how much longer the real world distance is at the top of the screen
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// than at the middle of the screen.
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float topedgelength = std::sqrt(std::pow(state.getSize().height, 2.0f) / 4.0f * (1.0f + std::pow(state.getAltitude(), 2.0f)));
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float x = state.getSize().height / 2.0f * std::tan(state.getPitch());
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return Values {
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uniforms::u_matrix::Value{ tile.translatedMatrix(properties.lineTranslate.value,
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properties.lineTranslateAnchor.value,
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state) },
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uniforms::u_opacity::Value{ properties.lineOpacity.value },
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uniforms::u_linewidth::Value{ properties.lineWidth.value / 2 },
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uniforms::u_gapwidth::Value{ properties.lineGapWidth.value / 2 },
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uniforms::u_blur::Value{ properties.lineBlur.value + antialiasing },
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uniforms::u_offset::Value{ -properties.lineOffset.value },
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uniforms::u_antialiasing::Value{ antialiasing / 2 },
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uniforms::u_antialiasingmatrix::Value{ antialiasingMatrix },
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uniforms::u_ratio::Value{ 1.0f / tile.id.pixelsToTileUnits(1.0, state.getZoom()) },
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uniforms::u_extra::Value{ (topedgelength + x) / topedgelength - 1.0f },
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std::forward<Args>(args)...
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};
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}
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LineProgram::UniformValues
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LineProgram::uniformValues(const style::LinePaintProperties& 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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return makeValues<LineProgram::UniformValues>(
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properties,
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pixelRatio,
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tile,
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state,
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uniforms::u_color::Value{ properties.lineColor.value }
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);
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}
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LineSDFProgram::UniformValues
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LineSDFProgram::uniformValues(const style::LinePaintProperties& 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 LinePatternPos& posA,
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const LinePatternPos& posB,
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float dashLineWidth,
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float atlasWidth) {
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const float widthA = posA.width * properties.lineDasharray.value.fromScale * dashLineWidth;
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const float widthB = posB.width * properties.lineDasharray.value.toScale * dashLineWidth;
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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::UniformValues>(
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properties,
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pixelRatio,
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tile,
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state,
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uniforms::u_color::Value{ properties.lineColor.value },
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uniforms::u_patternscale_a::Value{ scaleA },
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uniforms::u_patternscale_b::Value{ scaleB },
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uniforms::u_tex_y_a::Value{ posA.y },
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uniforms::u_tex_y_b::Value{ posB.y },
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uniforms::u_mix::Value{ properties.lineDasharray.value.t },
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uniforms::u_sdfgamma::Value{ atlasWidth / (std::min(widthA, widthB) * 256.0f * pixelRatio) / 2.0f },
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uniforms::u_image::Value{ 0 }
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);
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}
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LinePatternProgram::UniformValues
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LinePatternProgram::uniformValues(const style::LinePaintProperties& 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 SpriteAtlasPosition& posA,
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const SpriteAtlasPosition& posB) {
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std::array<float, 2> sizeA {{
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tile.id.pixelsToTileUnits(posA.size[0] * properties.linePattern.value.fromScale, state.getIntegerZoom()),
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posA.size[1]
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}};
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std::array<float, 2> sizeB {{
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tile.id.pixelsToTileUnits(posB.size[0] * properties.linePattern.value.toScale, state.getIntegerZoom()),
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posB.size[1]
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}};
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return makeValues<LinePatternProgram::UniformValues>(
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properties,
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pixelRatio,
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tile,
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state,
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uniforms::u_pattern_tl_a::Value{ posA.tl },
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uniforms::u_pattern_br_a::Value{ posA.br },
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uniforms::u_pattern_tl_b::Value{ posB.tl },
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uniforms::u_pattern_br_b::Value{ posB.br },
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uniforms::u_pattern_size_a::Value{ sizeA },
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uniforms::u_pattern_size_b::Value{ sizeB },
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uniforms::u_fade::Value{ properties.linePattern.value.t },
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uniforms::u_image::Value{ 0 }
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);
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}
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} // namespace mbgl
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