Add clang-format (#1086)

Co-authored-by: mwilsnd <mwilsnd@gmail.com>
This commit is contained in:
Bart Louwers
2023-05-01 16:57:37 +02:00
committed by GitHub
parent 403a12bd1b
commit 71f6da2722
1018 changed files with 27876 additions and 25862 deletions

View File

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