76 lines
3.3 KiB
C++
76 lines
3.3 KiB
C++
#include <mbgl/programs/fill_extrusion_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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#include <mbgl/util/mat3.hpp>
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namespace mbgl {
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using namespace style;
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static_assert(sizeof(FillExtrusionLayoutVertex) == 12, "expected FillExtrusionLayoutVertex size");
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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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}
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std::array<float, 3> lightPosition(const EvaluatedLight& light, const TransformState& state) {
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auto lightPos = light.get<LightPosition>().getCartesian();
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mat3 lightMat;
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matrix::identity(lightMat);
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if (light.get<LightAnchor>() == LightAnchorType::Viewport) {
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matrix::rotate(lightMat, lightMat, -state.getAngle());
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}
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matrix::transformMat3f(lightPos, lightPos, lightMat);
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return lightPos;
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}
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float lightIntensity(const EvaluatedLight& light) {
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return light.get<LightIntensity>();
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}
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FillExtrusionUniforms::Values
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FillExtrusionUniforms::values(mat4 matrix,
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const TransformState& state,
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const EvaluatedLight& light) {
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return FillExtrusionUniforms::Values{
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uniforms::u_matrix::Value( matrix ),
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uniforms::u_lightcolor::Value( lightColor(light) ),
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uniforms::u_lightpos::Value( lightPosition(light, state) ),
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uniforms::u_lightintensity::Value( lightIntensity(light) )
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};
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}
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FillExtrusionPatternUniforms::Values
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FillExtrusionPatternUniforms::values(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 heightFactor,
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const float pixelRatio,
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const EvaluatedLight& light) {
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const auto tileRatio = 1 / tileID.pixelsToTileUnits(1, state.getIntegerZoom());
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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 FillExtrusionPatternUniforms::Values{
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uniforms::u_matrix::Value( matrix ),
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uniforms::u_scale::Value( {{pixelRatio, tileRatio, crossfade.fromScale, crossfade.toScale}} ),
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uniforms::u_texsize::Value( atlasSize ),
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uniforms::u_fade::Value( crossfade.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_height_factor::Value( heightFactor ),
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uniforms::u_lightcolor::Value( lightColor(light) ),
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uniforms::u_lightpos::Value( lightPosition(light, state) ),
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uniforms::u_lightintensity::Value( lightIntensity(light) ),
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};
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}
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} // namespace mbgl
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