@@ -13,7 +13,7 @@ static_assert(sizeof(FillExtrusionLayoutVertex) == 12, "expected FillExtrusionLa
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std::array<float, 3> lightColor(const EvaluatedLight& light) {
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const auto color = light.get<LightColor>();
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return {{ color.r, color.g, color.b }};
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return {{color.r, color.g, color.b}};
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}
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std::array<float, 3> lightPosition(const EvaluatedLight& light, const TransformState& state) {
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@@ -31,48 +31,51 @@ float lightIntensity(const EvaluatedLight& light) {
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return light.get<LightIntensity>();
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}
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FillExtrusionProgram::LayoutUniformValues FillExtrusionProgram::layoutUniformValues(
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mat4 matrix, const TransformState& state, const float opacity, const EvaluatedLight& light, const float verticalGradient) {
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return {
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uniforms::matrix::Value( matrix ),
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uniforms::opacity::Value( opacity ),
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uniforms::lightcolor::Value( lightColor(light) ),
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uniforms::lightpos::Value( lightPosition(light, state) ),
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uniforms::lightintensity::Value( lightIntensity(light) ),
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uniforms::vertical_gradient::Value( verticalGradient )
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};
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FillExtrusionProgram::LayoutUniformValues FillExtrusionProgram::layoutUniformValues(mat4 matrix,
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const TransformState& state,
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const float opacity,
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const EvaluatedLight& light,
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const float verticalGradient) {
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return {uniforms::matrix::Value(matrix),
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uniforms::opacity::Value(opacity),
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uniforms::lightcolor::Value(lightColor(light)),
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uniforms::lightpos::Value(lightPosition(light, state)),
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uniforms::lightintensity::Value(lightIntensity(light)),
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uniforms::vertical_gradient::Value(verticalGradient)};
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}
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FillExtrusionPatternProgram::LayoutUniformValues
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FillExtrusionPatternProgram::layoutUniformValues(mat4 matrix,
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Size atlasSize,
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const CrossfadeParameters& crossfade,
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const UnwrappedTileID& tileID,
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const TransformState& state,
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const float opacity,
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const float heightFactor,
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const float pixelRatio,
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const EvaluatedLight& light,
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const float verticalGradient) {
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FillExtrusionPatternProgram::LayoutUniformValues FillExtrusionPatternProgram::layoutUniformValues(
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mat4 matrix,
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Size atlasSize,
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const CrossfadeParameters& crossfade,
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const UnwrappedTileID& tileID,
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const TransformState& state,
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const float opacity,
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const float heightFactor,
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const float pixelRatio,
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const EvaluatedLight& light,
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const float verticalGradient) {
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const auto tileRatio = 1 / tileID.pixelsToTileUnits(1, state.getIntegerZoom());
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int32_t tileSizeAtNearestZoom = static_cast<int32_t>(util::tileSize_D * state.zoomScale(state.getIntegerZoom() - tileID.canonical.z));
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int32_t pixelX = static_cast<int32_t>(tileSizeAtNearestZoom * (tileID.canonical.x + tileID.wrap * state.zoomScale(tileID.canonical.z)));
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int32_t tileSizeAtNearestZoom = static_cast<int32_t>(util::tileSize_D *
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state.zoomScale(state.getIntegerZoom() - tileID.canonical.z));
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int32_t pixelX = static_cast<int32_t>(tileSizeAtNearestZoom *
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(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 {
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uniforms::matrix::Value( matrix ),
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uniforms::opacity::Value( opacity ),
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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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uniforms::pixel_coord_upper::Value( std::array<float, 2>{{ static_cast<float>(pixelX >> 16), static_cast<float>(pixelY >> 16) }} ),
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uniforms::pixel_coord_lower::Value( std::array<float, 2>{{ static_cast<float>(pixelX & 0xFFFF), static_cast<float>(pixelY & 0xFFFF) }} ),
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uniforms::height_factor::Value( heightFactor ),
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uniforms::lightcolor::Value( lightColor(light) ),
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uniforms::lightpos::Value( lightPosition(light, state) ),
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uniforms::lightintensity::Value( lightIntensity(light) ),
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uniforms::vertical_gradient::Value( verticalGradient )
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};
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return {uniforms::matrix::Value(matrix),
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uniforms::opacity::Value(opacity),
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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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uniforms::pixel_coord_upper::Value(
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std::array<float, 2>{{static_cast<float>(pixelX >> 16), static_cast<float>(pixelY >> 16)}}),
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uniforms::pixel_coord_lower::Value(
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std::array<float, 2>{{static_cast<float>(pixelX & 0xFFFF), static_cast<float>(pixelY & 0xFFFF)}}),
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uniforms::height_factor::Value(heightFactor),
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uniforms::lightcolor::Value(lightColor(light)),
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uniforms::lightpos::Value(lightPosition(light, state)),
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uniforms::lightintensity::Value(lightIntensity(light)),
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uniforms::vertical_gradient::Value(verticalGradient)};
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}
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} // namespace mbgl
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Reference in New Issue
Block a user