Files
MapLibreParticleLab/src/mbgl/programs/line_program.hpp
John Firebaugh 9f2f7ddd12 [core] Check in generated shader code
One step toward eliminating the node/npm dependency for platforms other than node.
2017-02-07 11:27:36 -06:00

166 lines
5.9 KiB
C++

#pragma once
#include <mbgl/programs/program.hpp>
#include <mbgl/programs/attributes.hpp>
#include <mbgl/programs/uniforms.hpp>
#include <mbgl/shaders/line.hpp>
#include <mbgl/shaders/line_pattern.hpp>
#include <mbgl/shaders/line_sdf.hpp>
#include <mbgl/util/geometry.hpp>
#include <mbgl/style/layers/line_layer_properties.hpp>
#include <cmath>
namespace mbgl {
class RenderTile;
class TransformState;
class LinePatternPos;
class SpriteAtlasPosition;
namespace uniforms {
MBGL_DEFINE_UNIFORM_SCALAR(float, u_ratio);
MBGL_DEFINE_UNIFORM_SCALAR(float, u_width);
MBGL_DEFINE_UNIFORM_SCALAR(float, u_tex_y_a);
MBGL_DEFINE_UNIFORM_SCALAR(float, u_tex_y_b);
MBGL_DEFINE_UNIFORM_SCALAR(float, u_sdfgamma);
MBGL_DEFINE_UNIFORM_SCALAR(float, u_fade);
MBGL_DEFINE_UNIFORM_VECTOR(float, 2, u_patternscale_a);
MBGL_DEFINE_UNIFORM_VECTOR(float, 2, u_patternscale_b);
MBGL_DEFINE_UNIFORM_VECTOR(float, 2, u_gl_units_to_pixels);
} // namespace uniforms
struct LineLayoutAttributes : gl::Attributes<
attributes::a_pos,
attributes::a_data<4>>
{};
class LineProgram : public Program<
shaders::line,
gl::Triangle,
LineLayoutAttributes,
gl::Uniforms<
uniforms::u_matrix,
uniforms::u_width,
uniforms::u_ratio,
uniforms::u_gl_units_to_pixels>,
style::LinePaintProperties>
{
public:
using Program::Program;
/*
* @param p vertex position
* @param e extrude normal
* @param t texture normal
* @param dir direction of the line cap (-1/0/1)
*/
static LayoutVertex layoutVertex(Point<int16_t> p, Point<double> e, Point<bool> t, int8_t dir, int32_t linesofar = 0) {
return LayoutVertex {
{{
static_cast<int16_t>((p.x * 2) | t.x),
static_cast<int16_t>((p.y * 2) | t.y)
}},
{{
// add 128 to store a byte in an unsigned byte
static_cast<uint8_t>(::round(extrudeScale * e.x) + 128),
static_cast<uint8_t>(::round(extrudeScale * e.y) + 128),
// Encode the -1/0/1 direction value into the first two bits of .z of a_data.
// Combine it with the lower 6 bits of `linesofar` (shifted by 2 bites to make
// room for the direction value). The upper 8 bits of `linesofar` are placed in
// the `w` component. `linesofar` is scaled down by `LINE_DISTANCE_SCALE` so that
// we can store longer distances while sacrificing precision.
// Encode the -1/0/1 direction value into .zw coordinates of a_data, which is normally covered
// by linesofar, so we need to merge them.
// The z component's first bit, as well as the sign bit is reserved for the direction,
// so we need to shift the linesofar.
static_cast<uint8_t>(((dir == 0 ? 0 : (dir < 0 ? -1 : 1 )) + 1) | ((linesofar & 0x3F) << 2)),
static_cast<uint8_t>(linesofar >> 6)
}}
};
}
/*
* Scale the extrusion vector so that the normal length is this value.
* Contains the "texture" normals (-1..1). This is distinct from the extrude
* normals for line joins, because the x-value remains 0 for the texture
* normal array, while the extrude normal actually moves the vertex to create
* the acute/bevelled line join.
*/
static const int8_t extrudeScale = 63;
static UniformValues uniformValues(const style::LinePaintProperties::Evaluated&,
const RenderTile&,
const TransformState&,
const std::array<float, 2>& pixelsToGLUnits);
};
class LinePatternProgram : public Program<
shaders::line_pattern,
gl::Triangle,
LineLayoutAttributes,
gl::Uniforms<
uniforms::u_matrix,
uniforms::u_width,
uniforms::u_ratio,
uniforms::u_gl_units_to_pixels,
uniforms::u_pattern_tl_a,
uniforms::u_pattern_br_a,
uniforms::u_pattern_tl_b,
uniforms::u_pattern_br_b,
uniforms::u_pattern_size_a,
uniforms::u_pattern_size_b,
uniforms::u_fade,
uniforms::u_image>,
style::LinePaintProperties>
{
public:
using Program::Program;
static UniformValues uniformValues(const style::LinePaintProperties::Evaluated&,
const RenderTile&,
const TransformState&,
const std::array<float, 2>& pixelsToGLUnits,
const SpriteAtlasPosition& posA,
const SpriteAtlasPosition& posB);
};
class LineSDFProgram : public Program<
shaders::line_sdf,
gl::Triangle,
LineLayoutAttributes,
gl::Uniforms<
uniforms::u_matrix,
uniforms::u_width,
uniforms::u_ratio,
uniforms::u_gl_units_to_pixels,
uniforms::u_patternscale_a,
uniforms::u_patternscale_b,
uniforms::u_tex_y_a,
uniforms::u_tex_y_b,
uniforms::u_mix,
uniforms::u_sdfgamma,
uniforms::u_image>,
style::LinePaintProperties>
{
public:
using Program::Program;
static UniformValues uniformValues(const style::LinePaintProperties::Evaluated&,
float pixelRatio,
const RenderTile&,
const TransformState&,
const std::array<float, 2>& pixelsToGLUnits,
const LinePatternPos& posA,
const LinePatternPos& posB,
float dashLineWidth,
float atlasWidth);
};
using LineLayoutVertex = LineProgram::LayoutVertex;
using LineAttributes = LineProgram::Attributes;
} // namespace mbgl