Files
MapLibreParticleLab/src/mbgl/programs/fill_extrusion_program.cpp
Tim Sylvester 8d9fe37a6b Topic/drawable extrusion (#1288)
Co-authored-by: Alex Cristici <alex.cristici@gmail.com>
2023-08-31 15:36:19 +02:00

82 lines
3.9 KiB
C++

#include <mbgl/programs/fill_extrusion_program.hpp>
#include <mbgl/renderer/image_atlas.hpp>
#include <mbgl/renderer/cross_faded_property_evaluator.hpp>
#include <mbgl/tile/tile_id.hpp>
#include <mbgl/map/transform_state.hpp>
#include <mbgl/util/mat3.hpp>
namespace mbgl {
using namespace style;
static_assert(sizeof(FillExtrusionLayoutVertex) == 12, "expected FillExtrusionLayoutVertex size");
std::array<float, 3> FillExtrusionProgram::lightColor(const EvaluatedLight& light) {
const auto color = light.get<LightColor>();
return {{color.r, color.g, color.b}};
}
std::array<float, 3> FillExtrusionProgram::lightPosition(const EvaluatedLight& light, const TransformState& state) {
auto lightPos = light.get<LightPosition>().getCartesian();
mat3 lightMat;
matrix::identity(lightMat);
if (light.get<LightAnchor>() == LightAnchorType::Viewport) {
matrix::rotate(lightMat, lightMat, -state.getBearing());
}
matrix::transformMat3f(lightPos, lightPos, lightMat);
return lightPos;
}
float FillExtrusionProgram::lightIntensity(const EvaluatedLight& light) {
return light.get<LightIntensity>();
}
FillExtrusionProgram::LayoutUniformValues FillExtrusionProgram::layoutUniformValues(const 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(FillExtrusionProgram::lightColor(light)),
uniforms::lightpos::Value(FillExtrusionProgram::lightPosition(light, state)),
uniforms::lightintensity::Value(FillExtrusionProgram::lightIntensity(light)),
uniforms::vertical_gradient::Value(verticalGradient)};
}
FillExtrusionPatternProgram::LayoutUniformValues FillExtrusionPatternProgram::layoutUniformValues(
const mat4& matrix,
const 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());
const int32_t tileSizeAtNearestZoom = static_cast<int32_t>(
util::tileSize_D * state.zoomScale(state.getIntegerZoom() - tileID.canonical.z));
const int32_t pixelX = static_cast<int32_t>(
tileSizeAtNearestZoom * (tileID.canonical.x + tileID.wrap * state.zoomScale(tileID.canonical.z)));
const 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(FillExtrusionProgram::lightColor(light)),
uniforms::lightpos::Value(FillExtrusionProgram::lightPosition(light, state)),
uniforms::lightintensity::Value(FillExtrusionProgram::lightIntensity(light)),
uniforms::vertical_gradient::Value(verticalGradient)};
}
} // namespace mbgl