82 lines
3.9 KiB
C++
82 lines
3.9 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> FillExtrusionProgram::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> FillExtrusionProgram::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.getBearing());
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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 FillExtrusionProgram::lightIntensity(const EvaluatedLight& light) {
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return light.get<LightIntensity>();
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}
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FillExtrusionProgram::LayoutUniformValues FillExtrusionProgram::layoutUniformValues(const 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(FillExtrusionProgram::lightColor(light)),
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uniforms::lightpos::Value(FillExtrusionProgram::lightPosition(light, state)),
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uniforms::lightintensity::Value(FillExtrusionProgram::lightIntensity(light)),
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uniforms::vertical_gradient::Value(verticalGradient)};
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}
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FillExtrusionPatternProgram::LayoutUniformValues FillExtrusionPatternProgram::layoutUniformValues(
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const mat4& matrix,
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const 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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const int32_t tileSizeAtNearestZoom = static_cast<int32_t>(
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util::tileSize_D * state.zoomScale(state.getIntegerZoom() - tileID.canonical.z));
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const int32_t pixelX = static_cast<int32_t>(
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tileSizeAtNearestZoom * (tileID.canonical.x + tileID.wrap * state.zoomScale(tileID.canonical.z)));
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const int32_t pixelY = tileSizeAtNearestZoom * tileID.canonical.y;
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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(FillExtrusionProgram::lightColor(light)),
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uniforms::lightpos::Value(FillExtrusionProgram::lightPosition(light, state)),
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uniforms::lightintensity::Value(FillExtrusionProgram::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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