842 lines
36 KiB
C++
842 lines
36 KiB
C++
#include <array>
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#include <mapbox/cheap_ruler.hpp>
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#include <mbgl/geometry/feature_index.hpp>
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#include <mbgl/gfx/backend_scope.hpp>
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#include <mbgl/gfx/renderer_backend.hpp>
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#include <mbgl/gl/context.hpp>
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#include <mbgl/gl/renderable_resource.hpp>
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#include <mbgl/map/transform_state.hpp>
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#include <mbgl/platform/gl_functions.hpp>
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#include <mbgl/renderer/bucket.hpp>
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#include <mbgl/renderer/layers/render_location_indicator_layer.hpp>
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#include <mbgl/renderer/paint_parameters.hpp>
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#include <mbgl/style/layers/location_indicator_layer.hpp>
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#include <mbgl/style/layers/location_indicator_layer_impl.hpp>
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#include <mbgl/style/layers/location_indicator_layer_properties.hpp>
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#include <mbgl/util/mat4.hpp>
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#include <mapbox/eternal.hpp>
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#include <mbgl/gl/context.hpp>
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#include <mbgl/gl/defines.hpp>
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#include <mbgl/gl/texture.hpp>
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#include <mbgl/gl/texture_resource.hpp>
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#include <mbgl/gl/types.hpp>
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#include <mbgl/platform/gl_functions.hpp>
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#include <mbgl/renderer/image_manager.hpp>
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using namespace mbgl::platform;
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namespace mbgl {
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struct LocationIndicatorRenderParameters {
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LocationIndicatorRenderParameters() = default;
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explicit LocationIndicatorRenderParameters(const TransformParameters& tp) : state(&tp.state) {}
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LocationIndicatorRenderParameters(const LocationIndicatorRenderParameters& o) = default;
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LocationIndicatorRenderParameters& operator=(const LocationIndicatorRenderParameters& o) = default;
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double width = 0.0;
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double height = 0.0;
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double latitude = 0.0;
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double longitude = 0.0;
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double zoom = 0.0;
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double bearing = 0.0;
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double pitch = 0.0;
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std::array<double, 16> projectionMatrix;
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const TransformState* state = nullptr;
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ImageManager* imageManager = nullptr;
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// some testing defaults, for before it gets updated via props
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double puckBearing = 0.0;
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LatLng puckPosition = {0, 0};
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double errorRadiusMeters;
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mbgl::Color errorRadiusColor{0, 0, 0, 0};
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mbgl::Color errorRadiusBorderColor{0, 0, 0, 0};
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float puckScale = 0;
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float puckHatScale = 0;
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float puckShadowScale = 0;
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float puckLayersDisplacement = 0;
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float perspectiveCompensation = 0;
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std::string puckImagePath;
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std::string puckShadowImagePath;
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std::string puckHatImagePath;
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};
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class RenderLocationIndicatorImpl {
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protected:
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struct vec2 {
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GLfloat x = 0.0f;
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GLfloat y = 0.0f;
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vec2(GLfloat x_, GLfloat y_) : x(x_), y(y_) {}
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vec2() = default;
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explicit vec2(const Point<double>& p) : x(p.x), y(p.y) {}
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vec2(const vec2& o) = default;
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vec2(vec2&& o) = default;
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vec2& operator=(vec2&& o) = default;
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vec2& operator=(const vec2& o) = default;
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float length() const { return std::sqrt(x * x + y * y); }
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vec2 normalized() const {
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const float size = length();
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return {x / size, y / size};
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}
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void normalize() { *this = normalized(); }
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vec2 mirrored(const vec2& mirror) const {
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float k = dot(mirror) / mirror.length();
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return 2.0 * k * mirror - (*this);
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}
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float dot(const vec2& v2) const { return x * v2.x + y * v2.y; }
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vec2 rotated(float degrees) const {
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const float cs = std::cos(degrees * util::DEG2RAD);
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const float sn = std::sin(degrees * util::DEG2RAD);
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return vec2{x * cs + y * sn, x * sn + y * cs}.normalized();
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}
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float bearing() const {
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const vec2 norm = normalized();
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// From theta to bearing
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return util::wrap<float>(M_PI_2 - std::atan2(-norm.y, norm.x), 0, M_PI * 2.0) * util::RAD2DEG;
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}
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Point<double> toPoint() const { return {x, y}; }
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friend vec2 operator-(const vec2& v) { return {-v.x, -v.y}; }
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friend vec2 operator*(double a, const vec2& v) { return {GLfloat(v.x * a), GLfloat(v.y * a)}; }
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friend vec2 operator+(const vec2& v1, const vec2& v2) { return {v1.x + v2.x, v1.y + v2.y}; }
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friend vec2 operator-(const vec2& v1, const vec2& v2) { return {v1.x - v2.x, v1.y - v2.y}; }
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};
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struct Shader {
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virtual ~Shader() { release(); }
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void release() {
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if (!program) return;
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MBGL_CHECK_ERROR(glDetachShader(program, vertexShader));
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MBGL_CHECK_ERROR(glDetachShader(program, fragmentShader));
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MBGL_CHECK_ERROR(glDeleteShader(vertexShader));
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MBGL_CHECK_ERROR(glDeleteShader(fragmentShader));
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MBGL_CHECK_ERROR(glDeleteProgram(program));
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program = vertexShader = fragmentShader = 0;
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}
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void initialize(const GLchar* const& vsSource, const GLchar* const& fsSource) {
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if (program) return;
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program = MBGL_CHECK_ERROR(glCreateProgram());
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vertexShader = MBGL_CHECK_ERROR(glCreateShader(GL_VERTEX_SHADER));
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fragmentShader = MBGL_CHECK_ERROR(glCreateShader(GL_FRAGMENT_SHADER));
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MBGL_CHECK_ERROR(glShaderSource(vertexShader, 1, &vsSource, nullptr));
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MBGL_CHECK_ERROR(glCompileShader(vertexShader));
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MBGL_CHECK_ERROR(glAttachShader(program, vertexShader));
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MBGL_CHECK_ERROR(glShaderSource(fragmentShader, 1, &fsSource, nullptr));
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MBGL_CHECK_ERROR(glCompileShader(fragmentShader));
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MBGL_CHECK_ERROR(glAttachShader(program, fragmentShader));
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MBGL_CHECK_ERROR(glLinkProgram(program));
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pullLocations();
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}
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virtual void bind() { MBGL_CHECK_ERROR(glUseProgram(program)); }
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void detach() { MBGL_CHECK_ERROR(glUseProgram(0)); }
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virtual void pullLocations(){};
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GLuint program = 0;
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GLuint vertexShader = 0;
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GLuint fragmentShader = 0;
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};
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struct SimpleShader : public Shader {
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// Note that custom layers need to draw geometry with a z value of 1 to take advantage of
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// depth-based fragment culling.
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const GLchar* vertexShaderSource = R"MBGL_SHADER(
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#ifdef GL_ES
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precision highp float;
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#endif
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attribute vec2 a_pos;
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uniform mat4 u_matrix;
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void main() {
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gl_Position = u_matrix * vec4(a_pos, 0, 1);
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}
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)MBGL_SHADER";
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const GLchar* fragmentShaderSource = R"MBGL_SHADER(
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#ifdef GL_ES
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precision highp float;
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#endif
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uniform vec4 u_color;
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void main() {
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gl_FragColor = u_color;
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}
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)MBGL_SHADER";
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void initialize() { Shader::initialize(SimpleShader::vertexShaderSource, SimpleShader::fragmentShaderSource); }
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void pullLocations() override {
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a_pos = MBGL_CHECK_ERROR(glGetAttribLocation(program, "a_pos"));
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u_color = MBGL_CHECK_ERROR(glGetUniformLocation(program, "u_color"));
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u_matrix = MBGL_CHECK_ERROR(glGetUniformLocation(program, "u_matrix"));
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}
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void bind() override {
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SimpleShader::initialize();
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Shader::bind();
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}
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GLuint a_pos = 0;
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GLuint u_color = 0;
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GLuint u_matrix = 0;
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};
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struct TexturedShader : public Shader {
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const GLchar* vertexShaderSource = R"MBGL_SHADER(
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#ifdef GL_ES
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precision highp float;
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#endif
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attribute vec2 a_pos;
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attribute vec2 a_texCoord;
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uniform mat4 u_matrix;
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varying vec2 v_texCoord;
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void main() {
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gl_Position = u_matrix * vec4(a_pos, 0, 1);
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v_texCoord = a_texCoord;
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}
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)MBGL_SHADER";
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const GLchar* fragmentShaderSource = R"MBGL_SHADER(
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#ifdef GL_ES
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precision mediump float;
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#endif
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uniform sampler2D u_image;
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varying vec2 v_texCoord;
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void main() {
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vec4 color = texture2D(u_image, v_texCoord);
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gl_FragColor = color;
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}
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)MBGL_SHADER";
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void initialize() { Shader::initialize(vertexShaderSource, fragmentShaderSource); }
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void pullLocations() override {
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a_pos = MBGL_CHECK_ERROR(glGetAttribLocation(program, "a_pos"));
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a_texCoord = MBGL_CHECK_ERROR(glGetAttribLocation(program, "a_texCoord"));
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u_image = MBGL_CHECK_ERROR(glGetUniformLocation(program, "u_image"));
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u_matrix = MBGL_CHECK_ERROR(glGetUniformLocation(program, "u_matrix"));
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}
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void bind() override {
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TexturedShader::initialize();
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Shader::bind();
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}
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GLuint a_pos = 0;
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GLuint a_texCoord = 0;
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GLuint u_image = 0;
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GLuint u_matrix = 0;
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};
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struct Buffer {
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virtual ~Buffer() { release(); }
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void release() {
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if (!bufferId) return;
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MBGL_CHECK_ERROR(glDeleteBuffers(1, &bufferId));
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bufferId = 0;
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}
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void initialize() {
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if (!bufferId) MBGL_CHECK_ERROR(glGenBuffers(1, &bufferId));
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}
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void bind(const GLenum target = GL_ARRAY_BUFFER) {
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initialize();
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MBGL_CHECK_ERROR(glBindBuffer(target, bufferId));
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}
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void detach(const GLenum target = GL_ARRAY_BUFFER) { MBGL_CHECK_ERROR(glBindBuffer(target, 0)); }
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template <typename T, std::size_t N>
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void upload(const std::array<T, N>& data) {
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bind();
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MBGL_CHECK_ERROR(glBufferData(GL_ARRAY_BUFFER, N * sizeof(T), data.data(), GL_STATIC_DRAW));
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size = static_cast<unsigned int>(N * sizeof(T));
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elements = N;
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}
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template <typename T>
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void upload(const std::vector<T>& data) {
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bind();
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MBGL_CHECK_ERROR(glBufferData(GL_ARRAY_BUFFER, data.size() * sizeof(T), data.data(), GL_STATIC_DRAW));
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size = data.size() * sizeof(T);
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elements = data.size();
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}
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GLuint bufferId = 0;
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unsigned int size = 0;
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unsigned int elements = 0;
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};
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public:
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struct Texture {
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~Texture() { release(); }
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void release() {
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MBGL_CHECK_ERROR(glDeleteTextures(1, &texId));
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texId = 0;
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image = nullptr;
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}
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/*
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Assign can be called any time. Conversely, upload must be called with a bound gl context.
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*/
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void assign(const Immutable<style::Image::Impl>* img) {
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imageDirty = true;
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image = (img) ? &(img->get()->image) : nullptr;
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width = height = 0;
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pixelRatio = 1.0f;
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if (image) {
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sharedImage = *img; // keep reference until uploaded
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width = image->size.width;
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height = image->size.height;
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pixelRatio = img->get()->pixelRatio;
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} else {
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sharedImage = nullopt;
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}
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}
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void upload() {
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if (!imageDirty) return;
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imageDirty = false;
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initialize();
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MBGL_CHECK_ERROR(glBindTexture(GL_TEXTURE_2D, texId));
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if (!sharedImage || !image || !image->valid()) {
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MBGL_CHECK_ERROR(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr));
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} else {
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MBGL_CHECK_ERROR(glTexImage2D(GL_TEXTURE_2D,
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0,
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GL_RGBA,
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image->size.width,
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image->size.height,
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0,
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GL_RGBA,
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GL_UNSIGNED_BYTE,
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image->data.get()));
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MBGL_CHECK_ERROR(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
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MBGL_CHECK_ERROR(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR));
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MBGL_CHECK_ERROR(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE));
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MBGL_CHECK_ERROR(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE));
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MBGL_CHECK_ERROR(glGenerateMipmap(GL_TEXTURE_2D));
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if (RenderLocationIndicatorImpl::anisotropicFilteringAvailable)
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MBGL_CHECK_ERROR(glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 16));
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}
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detach();
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sharedImage = nullopt;
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}
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void initialize() {
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if (texId != 0) return;
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MBGL_CHECK_ERROR(glGenTextures(1, &texId));
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}
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void bind(int textureUnit = -1) {
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initialize();
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if (!image && !imageDirty) return;
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upload();
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if (textureUnit >= 0) MBGL_CHECK_ERROR(glActiveTexture(GL_TEXTURE0 + textureUnit));
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MBGL_CHECK_ERROR(glBindTexture(GL_TEXTURE_2D, texId));
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}
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void detach() { MBGL_CHECK_ERROR(glBindTexture(GL_TEXTURE_2D, 0)); }
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bool isValid() { return imageDirty || image; }
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GLuint texId = 0;
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const mbgl::PremultipliedImage* image = nullptr;
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optional<Immutable<style::Image::Impl>> sharedImage;
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bool imageDirty = false;
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size_t width = 0;
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size_t height = 0;
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float pixelRatio = 1.0f;
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};
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RenderLocationIndicatorImpl(std::string sourceLayer)
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: ruler(0, mapbox::cheap_ruler::CheapRuler::Meters),
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feature(std::make_shared<mbgl::Feature>()),
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featureEnvelope(std::make_shared<mapbox::geometry::polygon<int64_t>>()) {
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feature->sourceLayer = std::move(sourceLayer);
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}
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static bool hasAnisotropicFiltering() {
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const auto* extensions = reinterpret_cast<const char*>(glGetString(GL_EXTENSIONS));
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GLenum error = glGetError();
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if (error != GL_NO_ERROR) { // glGetString(GL_EXTENSIONS) is deprecated in OpenGL Desktop 3.0+. But OpenGL 3.0+
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// has anisotropic filtering.
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return true;
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} else {
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if (strstr(extensions, "GL_EXT_texture_filter_anisotropic") != nullptr) return true;
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}
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return false;
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}
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void initialize() {
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// Check if anisotropic filtering is available
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if (initialized) return;
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initialized = true;
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if (hasAnisotropicFiltering()) anisotropicFilteringAvailable = true;
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simpleShader.initialize();
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texturedShader.initialize();
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texCoords = {{{0.0f, 1.0f},
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{0.0f, 0.0f},
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{1.0f, 0.0f},
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{1.0f, 1.0f}}}; // Quads will be drawn as triangle fans. so bl, tl, tr, br
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texCoordsBuffer.upload(texCoords);
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}
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void render(const mbgl::LocationIndicatorRenderParameters& params) {
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initialize();
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drawRadius(params);
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drawShadow();
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drawPuck();
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drawHat();
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}
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void release() {
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if (!simpleShader.program) return;
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for (const auto& t : textures) t.second->release();
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buffer.release();
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circleBuffer.release();
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puckBuffer.release();
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hatBuffer.release();
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texCoordsBuffer.release();
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simpleShader.release();
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texturedShader.release();
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}
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void updatePuckGeometry(const mbgl::LocationIndicatorRenderParameters& params) {
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if (params.projectionMatrix != oldParams.projectionMatrix) positionChanged = true;
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if (params.puckPosition != oldParams.puckPosition) {
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positionChanged = true;
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ruler = mapbox::cheap_ruler::CheapRuler(params.puckPosition.latitude(),
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mapbox::cheap_ruler::CheapRuler::Meters);
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} else if (params.puckBearing != oldParams.puckBearing ||
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params.puckLayersDisplacement != oldParams.puckLayersDisplacement ||
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params.perspectiveCompensation != oldParams.perspectiveCompensation ||
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params.puckScale != oldParams.puckScale || params.puckHatScale != oldParams.puckHatScale ||
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params.puckShadowScale != oldParams.puckShadowScale)
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bearingChanged = true; // changes puck geometry but not necessarily the location
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if (params.errorRadiusMeters != oldParams.errorRadiusMeters) radiusChanged = true;
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bearingChanged |= setTextureFromImageID(params.puckImagePath, texPuck, params);
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bearingChanged |= setTextureFromImageID(params.puckShadowImagePath, texShadow, params);
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bearingChanged |= setTextureFromImageID(params.puckHatImagePath, texPuckHat, params);
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projectionCircle = params.projectionMatrix;
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const Point<double> positionMercator = project(params.puckPosition, *params.state);
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matrix::identity(translation);
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matrix::translate(translation, translation, positionMercator.x, positionMercator.y, 0.0);
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matrix::multiply(projectionCircle, projectionCircle, translation);
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if (positionChanged) {
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updateRadius(params);
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updatePuck(params);
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positionChanged = false;
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} else {
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if (radiusChanged) {
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updateRadius(params);
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}
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if (bearingChanged) {
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updatePuck(params);
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}
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}
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oldParams = params;
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dirtyFeature = true;
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}
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void updateFeature() {
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if (!dirtyFeature) return;
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dirtyFeature = false;
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featureEnvelope->clear();
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if (!texPuck || !texPuck->isValid()) return;
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feature->geometry =
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mapbox::geometry::point<double>{oldParams.puckPosition.latitude(), oldParams.puckPosition.longitude()};
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mapbox::geometry::linear_ring<int64_t> border;
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for (const auto& v : puckGeometry) {
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vec4 p{{v.x, v.y, 0, 1}};
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matrix::transformMat4(p, p, translation);
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border.push_back(Point<int64_t>{int64_t(p[0]), int64_t(p[1])});
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}
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border.push_back(border.front());
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featureEnvelope->push_back(border);
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}
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protected:
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static ScreenCoordinate latLngToScreenCoordinate(const LatLng& p, const TransformState& s) {
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LatLng unwrappedLatLng = p.wrapped();
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unwrappedLatLng.unwrapForShortestPath(s.getLatLng(LatLng::Wrapped));
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ScreenCoordinate point = s.latLngToScreenCoordinate(unwrappedLatLng);
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point.y = s.getSize().height - point.y;
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return point;
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}
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static Point<double> project(const LatLng& c, const TransformState& s) {
|
|
LatLng unwrappedLatLng = c.wrapped();
|
|
unwrappedLatLng.unwrapForShortestPath(s.getLatLng(LatLng::Wrapped));
|
|
return Projection::project(unwrappedLatLng, s.getScale());
|
|
}
|
|
|
|
static Point<double> unproject(const LatLng& c, const TransformState& s) {
|
|
LatLng unwrappedLatLng = c.wrapped();
|
|
unwrappedLatLng.unwrapForShortestPath(s.getLatLng(LatLng::Wrapped));
|
|
return Projection::project(unwrappedLatLng, s.getScale());
|
|
}
|
|
|
|
void updateRadius(const mbgl::LocationIndicatorRenderParameters& params) {
|
|
const TransformState& s = *params.state;
|
|
const unsigned long numVtxCircumference = circle.size() - 1;
|
|
const float bearingStep = 360.0f / float(numVtxCircumference - 1); // first and last points are the same
|
|
const mapbox::cheap_ruler::point centerPoint(params.puckPosition.longitude(), params.puckPosition.latitude());
|
|
Point<double> center = project(params.puckPosition, s);
|
|
circle[0] = {0, 0};
|
|
|
|
double mapBearing = util::wrap(util::RAD2DEG * params.bearing, 0.0, util::DEGREES_MAX);
|
|
for (unsigned long i = 1; i <= numVtxCircumference; ++i) {
|
|
const float bearing_ = float(i - 1) * bearingStep - mapBearing;
|
|
Point<double> poc = ruler.destination(centerPoint, params.errorRadiusMeters, bearing_);
|
|
circle[i] = vec2(project(LatLng(poc.y, poc.x), s) - center);
|
|
}
|
|
radiusChanged = false;
|
|
}
|
|
|
|
// Size in "map pixels" for a screen pixel
|
|
static float pixelSizeToWorldSizeH(const LatLng& pos, const TransformState& s) {
|
|
ScreenCoordinate posScreen = latLngToScreenCoordinate(pos, s);
|
|
ScreenCoordinate posScreenLeftPx = posScreen;
|
|
posScreenLeftPx.x -= 1;
|
|
LatLng posLeftPx = screenCoordinateToLatLng(posScreenLeftPx, s);
|
|
Point<double> posMerc = project(pos, s);
|
|
Point<double> posLeftPxMerc = project(posLeftPx, s);
|
|
return vec2(posMerc - posLeftPxMerc).length();
|
|
}
|
|
|
|
static vec2 verticalDirectionMercator(const LatLng& pos, const TransformState& s) {
|
|
ScreenCoordinate posScreen = latLngToScreenCoordinate(pos, s);
|
|
Point<double> posMerc = project(pos, s);
|
|
return verticalDirectionMercator(posScreen, posMerc, s);
|
|
}
|
|
|
|
static vec2 verticalDirectionMercator(const ScreenCoordinate& pos, Point<double> posMerc, const TransformState& s) {
|
|
ScreenCoordinate screenDy = pos;
|
|
screenDy.y -= 1;
|
|
LatLng posDy = screenCoordinateToLatLng(screenDy, s);
|
|
Point<double> posMercDy = project(posDy, s);
|
|
return verticalDirectionMercator(posMerc, posMercDy);
|
|
}
|
|
|
|
static vec2 verticalDirectionMercator(const Point<double>& posMerc, const Point<double>& posMercDy) {
|
|
Point<double> verticalShiftMercator = posMercDy - posMerc;
|
|
vec2 res(verticalShiftMercator);
|
|
return res.normalized();
|
|
}
|
|
|
|
static Point<double> hatShadowShiftVector(const LatLng& position,
|
|
const mbgl::LocationIndicatorRenderParameters& params) {
|
|
const TransformState& s = *params.state;
|
|
ScreenCoordinate posScreen = latLngToScreenCoordinate(position, s);
|
|
posScreen.y = params.height - 1; // moving it to bottom
|
|
Point<double> posMerc = project(screenCoordinateToLatLng(posScreen, s), s);
|
|
vec2 verticalShiftAtPos = verticalDirectionMercator(posScreen, posMerc, s);
|
|
return {verticalShiftAtPos.x, verticalShiftAtPos.y};
|
|
}
|
|
|
|
static vec2 directionAtPositionScreen(const LatLng& position, float bearing, const TransformState& s) {
|
|
const double scale = s.getScale();
|
|
const vec2 rot = vec2(0.0, -1.0).rotated(-bearing);
|
|
Point<double> posMerc = project(position, s);
|
|
Point<double> posMercDelta = posMerc + rot.toPoint();
|
|
ScreenCoordinate posScreen = latLngToScreenCoordinate(position, s);
|
|
ScreenCoordinate posScreenDelta = latLngToScreenCoordinate(Projection::unproject(posMercDelta, scale), s);
|
|
return vec2(posScreenDelta - posScreen).normalized();
|
|
}
|
|
|
|
void updatePuck(const mbgl::LocationIndicatorRenderParameters& params) {
|
|
updatePuckPerspective(params);
|
|
bearingChanged = false;
|
|
}
|
|
|
|
void updatePuckPerspective(const mbgl::LocationIndicatorRenderParameters& params) {
|
|
const TransformState& s = *params.state;
|
|
projectionPuck = projectionCircle; // Duplicated as it might change, depending on what puck style is chosen.
|
|
const mapbox::cheap_ruler::point centerPoint(params.puckPosition.longitude(), params.puckPosition.latitude());
|
|
static constexpr float bearings[]{
|
|
225.0f, 315.0f, 45.0f, 135.0f}; // Quads will be drawn as triangle fans. so bl, tl, tr, br
|
|
#ifndef M_SQRT2
|
|
static constexpr const float M_SQRT2 = std::sqrt(2.0f);
|
|
#endif
|
|
// The puck has to stay square at all zoom levels. CheapRuler::destination does not guarantee this at low zoom
|
|
// levels, so the extent has to be produced in mercator space
|
|
const double tilt = s.getPitch();
|
|
|
|
// Point<double> verticalShiftAtCenter { float(std::sin(util::DEG2RAD * util::wrap<float>(-t.getBearing() *
|
|
// util::RAD2DEG, 0.0f, 360.0f) )),
|
|
// -float(std::cos(util::DEG2RAD * util::wrap<float>(-t.getBearing() *
|
|
// util::RAD2DEG, 0.0f, 360.0f))) };
|
|
// would be correct only in the vertical center of the map. As soon as position goes away from that line,
|
|
// the shift direction is skewed by the perspective projection.
|
|
// So the way to have a shift aligned to the screen vertical axis is to find this direction in screen space, and
|
|
// convert it back to map space. This would yield an always straight up shift. However, going further (= the
|
|
// opposite direction of where the lines are converging in the projection) might produce an even more realistic
|
|
// effect. But in this case, it empirically seems that the largest shift that look acceptable is what is
|
|
// obtained at the bottom of the window, avoiding the wider converging lines that pass by the edge of the screen
|
|
// going toward the top.
|
|
|
|
Point<double> verticalShift = hatShadowShiftVector(params.puckPosition, params);
|
|
const float horizontalScaleFactor =
|
|
(1.0f - params.perspectiveCompensation) +
|
|
util::clamp(pixelSizeToWorldSizeH(params.puckPosition, s), 0.8f, 100.1f) *
|
|
params.perspectiveCompensation; // Compensation factor for the perspective deformation
|
|
// ^ clamping this to 0.8 to avoid growing the puck too much close to the camera.
|
|
const double shadowRadius =
|
|
((texShadow) ? texShadow->width / texShadow->pixelRatio : 0.0) * params.puckShadowScale * M_SQRT2 * 0.5 *
|
|
horizontalScaleFactor; // Technically it's not the radius, but the half diagonal of the quad.
|
|
const double puckRadius = ((texPuck) ? texPuck->width / texPuck->pixelRatio : 0.0) * params.puckScale *
|
|
M_SQRT2 * 0.5 * horizontalScaleFactor;
|
|
const double hatRadius = ((texPuckHat) ? texPuckHat->width / texPuckHat->pixelRatio : 0.0) *
|
|
params.puckHatScale * M_SQRT2 * 0.5 * horizontalScaleFactor;
|
|
|
|
for (unsigned long i = 0; i < 4; ++i) {
|
|
const auto b = util::wrap<float>(params.puckBearing + bearings[i], 0.0f, 360.0f);
|
|
|
|
const Point<double> cornerDirection{float(std::sin(util::DEG2RAD * b)),
|
|
-float(std::cos(util::DEG2RAD * b))};
|
|
|
|
Point<double> shadowOffset = cornerDirection * shadowRadius;
|
|
Point<double> puckOffset = cornerDirection * puckRadius;
|
|
Point<double> hatOffset = cornerDirection * hatRadius;
|
|
|
|
shadowGeometry[i] =
|
|
vec2(shadowOffset + (verticalShift * (tilt * -params.puckLayersDisplacement * horizontalScaleFactor)));
|
|
puckGeometry[i] = vec2(puckOffset);
|
|
hatGeometry[i] =
|
|
vec2(hatOffset + (verticalShift * (tilt * params.puckLayersDisplacement * horizontalScaleFactor)));
|
|
}
|
|
}
|
|
|
|
void drawRadius(const mbgl::LocationIndicatorRenderParameters& params) {
|
|
if (!(params.errorRadiusMeters > 0.0) ||
|
|
(params.errorRadiusColor.a == 0.0 && params.errorRadiusBorderColor.a == 0.0))
|
|
return;
|
|
|
|
simpleShader.bind();
|
|
mbgl::gl::bindUniform(simpleShader.u_color, params.errorRadiusColor);
|
|
mbgl::gl::bindUniform(simpleShader.u_matrix, projectionCircle);
|
|
|
|
circleBuffer.upload(circle);
|
|
MBGL_CHECK_ERROR(glEnableVertexAttribArray(simpleShader.a_pos));
|
|
MBGL_CHECK_ERROR(glVertexAttribPointer(simpleShader.a_pos, 2, GL_FLOAT, GL_FALSE, 0, nullptr));
|
|
|
|
MBGL_CHECK_ERROR(glDrawArrays(GL_TRIANGLE_FAN, 0, GLsizei(circle.size())));
|
|
if (params.errorRadiusBorderColor.a > 0.0f) {
|
|
mbgl::gl::bindUniform(simpleShader.u_color, params.errorRadiusBorderColor);
|
|
MBGL_CHECK_ERROR(glLineWidth(1.0f));
|
|
MBGL_CHECK_ERROR(glDrawArrays(GL_LINE_STRIP, 1, GLsizei(circle.size() - 1)));
|
|
}
|
|
MBGL_CHECK_ERROR(glDisableVertexAttribArray(simpleShader.a_pos));
|
|
circleBuffer.detach();
|
|
simpleShader.detach();
|
|
}
|
|
|
|
void drawQuad(Buffer& buf, std::array<vec2, 4>& data, std::shared_ptr<Texture>& texture) {
|
|
if (!texture || !texture->isValid()) return;
|
|
texturedShader.bind();
|
|
texture->bind(0);
|
|
glUniform1i(texturedShader.u_image, 0);
|
|
mbgl::gl::bindUniform(texturedShader.u_matrix, projectionPuck);
|
|
|
|
buf.bind();
|
|
buf.upload(data);
|
|
MBGL_CHECK_ERROR(glEnableVertexAttribArray(texturedShader.a_pos));
|
|
MBGL_CHECK_ERROR(glVertexAttribPointer(texturedShader.a_pos, 2, GL_FLOAT, GL_FALSE, 0, nullptr));
|
|
|
|
texCoordsBuffer.bind();
|
|
MBGL_CHECK_ERROR(glEnableVertexAttribArray(texturedShader.a_texCoord));
|
|
MBGL_CHECK_ERROR(glVertexAttribPointer(texturedShader.a_texCoord, 2, GL_FLOAT, GL_FALSE, 0, nullptr));
|
|
|
|
MBGL_CHECK_ERROR(glDrawArrays(GL_TRIANGLE_FAN, 0, 4));
|
|
texture->detach();
|
|
texCoordsBuffer.detach();
|
|
texturedShader.detach();
|
|
}
|
|
|
|
void drawShadow() { drawQuad(shadowBuffer, shadowGeometry, texShadow); }
|
|
|
|
void drawPuck() { drawQuad(puckBuffer, puckGeometry, texPuck); }
|
|
|
|
void drawHat() { drawQuad(hatBuffer, hatGeometry, texPuckHat); }
|
|
|
|
static LatLng screenCoordinateToLatLng(const ScreenCoordinate& p,
|
|
const TransformState& s,
|
|
LatLng::WrapMode wrapMode = LatLng::Wrapped) {
|
|
ScreenCoordinate flippedPoint = p;
|
|
flippedPoint.y = s.getSize().height - flippedPoint.y;
|
|
return s.screenCoordinateToLatLng(flippedPoint, wrapMode);
|
|
}
|
|
|
|
bool setTextureFromImageID(const std::string& imagePath,
|
|
std::shared_ptr<Texture>& texture,
|
|
const mbgl::LocationIndicatorRenderParameters& params) {
|
|
bool updated = false;
|
|
if (textures.find(imagePath) == textures.end()) {
|
|
std::shared_ptr<Texture> tx = std::make_shared<Texture>();
|
|
if (!imagePath.empty() && params.imageManager) {
|
|
tx->assign(params.imageManager->getSharedImage(imagePath));
|
|
updated = true;
|
|
} else {
|
|
tx->assign(nullptr);
|
|
}
|
|
textures[imagePath] = tx;
|
|
texture = tx;
|
|
} else {
|
|
const Immutable<style::Image::Impl>* sharedImage = params.imageManager->getSharedImage(imagePath);
|
|
const mbgl::PremultipliedImage* img = (sharedImage) ? &sharedImage->get()->image : nullptr;
|
|
std::shared_ptr<Texture>& tex = textures.at(imagePath);
|
|
if (tex->image != img) { // image for the ID might have changed.
|
|
tex->assign(sharedImage);
|
|
updated = true;
|
|
}
|
|
texture = tex;
|
|
}
|
|
return updated;
|
|
}
|
|
|
|
std::map<std::string, std::shared_ptr<Texture>> textures;
|
|
mapbox::cheap_ruler::CheapRuler ruler;
|
|
SimpleShader simpleShader;
|
|
TexturedShader texturedShader;
|
|
Buffer buffer;
|
|
Buffer circleBuffer;
|
|
Buffer shadowBuffer;
|
|
Buffer puckBuffer;
|
|
Buffer hatBuffer;
|
|
Buffer texCoordsBuffer;
|
|
std::shared_ptr<Texture> texShadow;
|
|
std::shared_ptr<Texture> texPuck;
|
|
std::shared_ptr<Texture> texPuckHat;
|
|
|
|
std::array<vec2, 73> circle; // 72 points + position
|
|
std::array<vec2, 4> shadowGeometry;
|
|
std::array<vec2, 4> puckGeometry;
|
|
std::array<vec2, 4> hatGeometry;
|
|
std::array<vec2, 4> texCoords;
|
|
mbgl::mat4 translation;
|
|
mbgl::mat4 projectionCircle;
|
|
mbgl::mat4 projectionPuck;
|
|
|
|
bool positionChanged = false;
|
|
bool radiusChanged = false;
|
|
bool bearingChanged = false;
|
|
mbgl::LocationIndicatorRenderParameters oldParams;
|
|
bool initialized = false;
|
|
bool dirtyFeature = true;
|
|
|
|
public:
|
|
mbgl::LocationIndicatorRenderParameters parameters;
|
|
std::shared_ptr<mbgl::Feature> feature;
|
|
std::shared_ptr<mapbox::geometry::polygon<int64_t>> featureEnvelope;
|
|
static bool anisotropicFilteringAvailable;
|
|
};
|
|
|
|
bool RenderLocationIndicatorImpl::anisotropicFilteringAvailable = false;
|
|
|
|
using namespace style;
|
|
namespace {
|
|
|
|
inline const LocationIndicatorLayer::Impl& impl(const Immutable<style::Layer::Impl>& impl) {
|
|
assert(impl->getTypeInfo() == LocationIndicatorLayer::Impl::staticTypeInfo());
|
|
return static_cast<const LocationIndicatorLayer::Impl&>(*impl);
|
|
}
|
|
} // namespace
|
|
|
|
RenderLocationIndicatorLayer::RenderLocationIndicatorLayer(Immutable<style::LocationIndicatorLayer::Impl> _impl)
|
|
: RenderLayer(makeMutable<LocationIndicatorLayerProperties>(std::move(_impl))),
|
|
renderImpl(std::make_unique<RenderLocationIndicatorImpl>(impl(baseImpl).id)),
|
|
unevaluated(impl(baseImpl).paint.untransitioned()) {
|
|
assert(gfx::BackendScope::exists());
|
|
}
|
|
|
|
RenderLocationIndicatorLayer::~RenderLocationIndicatorLayer() {
|
|
if (!contextDestroyed) MBGL_CHECK_ERROR(renderImpl->release());
|
|
}
|
|
|
|
void RenderLocationIndicatorLayer::transition(const TransitionParameters& parameters) {
|
|
unevaluated = impl(baseImpl).paint.transitioned(parameters, std::move(unevaluated));
|
|
}
|
|
|
|
void RenderLocationIndicatorLayer::evaluate(const PropertyEvaluationParameters& parameters) {
|
|
passes = RenderPass::Translucent;
|
|
auto properties = makeMutable<LocationIndicatorLayerProperties>(
|
|
staticImmutableCast<LocationIndicatorLayer::Impl>(baseImpl), unevaluated.evaluate(parameters));
|
|
const auto& evaluated = properties->evaluated;
|
|
auto& layout = impl(baseImpl).layout;
|
|
|
|
properties->renderPasses = mbgl::underlying_type(passes);
|
|
|
|
// paint
|
|
renderImpl->parameters.errorRadiusColor = evaluated.get<style::AccuracyRadiusColor>();
|
|
renderImpl->parameters.errorRadiusBorderColor = evaluated.get<style::AccuracyRadiusBorderColor>();
|
|
renderImpl->parameters.errorRadiusMeters = evaluated.get<style::AccuracyRadius>();
|
|
renderImpl->parameters.puckScale = evaluated.get<style::BearingImageSize>();
|
|
renderImpl->parameters.puckHatScale = evaluated.get<style::TopImageSize>();
|
|
renderImpl->parameters.puckShadowScale = evaluated.get<style::ShadowImageSize>();
|
|
renderImpl->parameters.puckBearing = evaluated.get<style::Bearing>().getAngle();
|
|
renderImpl->parameters.puckLayersDisplacement = evaluated.get<style::ImageTiltDisplacement>();
|
|
renderImpl->parameters.perspectiveCompensation = evaluated.get<style::PerspectiveCompensation>();
|
|
|
|
const std::array<double, 3> pos = evaluated.get<style::Location>();
|
|
renderImpl->parameters.puckPosition = LatLng{pos[0], pos[1]};
|
|
|
|
// layout
|
|
if (!layout.get<style::BearingImage>().isUndefined())
|
|
renderImpl->parameters.puckImagePath = layout.get<style::BearingImage>().asConstant().id();
|
|
if (!layout.get<style::ShadowImage>().isUndefined())
|
|
renderImpl->parameters.puckShadowImagePath = layout.get<style::ShadowImage>().asConstant().id();
|
|
if (!layout.get<style::TopImage>().isUndefined())
|
|
renderImpl->parameters.puckHatImagePath = layout.get<style::TopImage>().asConstant().id();
|
|
|
|
evaluatedProperties = std::move(properties);
|
|
}
|
|
|
|
bool RenderLocationIndicatorLayer::hasTransition() const {
|
|
return unevaluated.hasTransition();
|
|
}
|
|
bool RenderLocationIndicatorLayer::hasCrossfade() const {
|
|
return false;
|
|
}
|
|
|
|
void RenderLocationIndicatorLayer::markContextDestroyed() {
|
|
contextDestroyed = true;
|
|
}
|
|
|
|
void RenderLocationIndicatorLayer::prepare(const LayerPrepareParameters& p) {
|
|
renderImpl->parameters.imageManager = &p.imageManager;
|
|
const TransformState& state = p.state;
|
|
renderImpl->parameters.state = &state;
|
|
|
|
renderImpl->parameters.width = state.getSize().width;
|
|
renderImpl->parameters.height = state.getSize().height;
|
|
renderImpl->parameters.latitude = state.getLatLng().latitude();
|
|
renderImpl->parameters.longitude = state.getLatLng().longitude();
|
|
renderImpl->parameters.zoom = state.getZoom();
|
|
renderImpl->parameters.bearing = -state.getBearing() * util::RAD2DEG;
|
|
renderImpl->parameters.pitch = state.getPitch();
|
|
mat4 projMatrix;
|
|
state.getProjMatrix(projMatrix);
|
|
renderImpl->parameters.projectionMatrix = projMatrix;
|
|
|
|
renderImpl->updatePuckGeometry(renderImpl->parameters);
|
|
}
|
|
|
|
void RenderLocationIndicatorLayer::render(PaintParameters& paintParameters) {
|
|
auto& glContext = static_cast<gl::Context&>(paintParameters.context);
|
|
|
|
// Reset GL state to a known state so the CustomLayer always has a clean slate.
|
|
glContext.bindVertexArray = 0;
|
|
glContext.setDepthMode(paintParameters.depthModeForSublayer(0, gfx::DepthMaskType::ReadOnly));
|
|
glContext.setStencilMode(gfx::StencilMode::disabled());
|
|
glContext.setColorMode(paintParameters.colorModeForRenderPass()); // this is gfx::ColorMode::alphaBlended()
|
|
glContext.setCullFaceMode(gfx::CullFaceMode::disabled());
|
|
|
|
MBGL_CHECK_ERROR(renderImpl->render(renderImpl->parameters));
|
|
|
|
// Reset the view back to our original one, just in case the CustomLayer changed
|
|
// the viewport or Framebuffer.
|
|
paintParameters.backend.getDefaultRenderable().getResource<gl::RenderableResource>().bind();
|
|
glContext.setDirtyState();
|
|
}
|
|
|
|
void RenderLocationIndicatorLayer::populateDynamicRenderFeatureIndex(DynamicFeatureIndex& index) const {
|
|
renderImpl->updateFeature();
|
|
if (!renderImpl->featureEnvelope->empty()) index.insert(renderImpl->feature, renderImpl->featureEnvelope);
|
|
}
|
|
|
|
} // namespace mbgl
|