Moves the following to the renderer directory and out of the style namespace: * CascadeParameters * PropertyEvaluationParameters * UpdateParameters * PropertyEvaluator * DataDrivenPropertyEvaluator * CrossFadedPropertyEvaluator * PaintPropertyBinder * PaintProperyStatistics * PossiblyEvaluatedPropertyValue * TransitioningLight * EvaluatedLight
82 lines
3.6 KiB
C++
82 lines
3.6 KiB
C++
#include <mbgl/programs/fill_extrusion_program.hpp>
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#include <mbgl/sprite/sprite_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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const SpriteAtlasElement& a,
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const SpriteAtlasElement& b,
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const Faded<std::string>& fading,
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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 EvaluatedLight& light) {
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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_pattern_tl_a::Value{ a.tl },
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uniforms::u_pattern_br_a::Value{ a.br },
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uniforms::u_pattern_tl_b::Value{ b.tl },
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uniforms::u_pattern_br_b::Value{ b.br },
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uniforms::u_pattern_size_a::Value{ a.size },
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uniforms::u_pattern_size_b::Value{ b.size },
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uniforms::u_scale_a::Value{ fading.fromScale },
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uniforms::u_scale_b::Value{ fading.toScale },
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uniforms::u_mix::Value{ fading.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_tile_units_to_pixels::Value{ 1.0f / tileID.pixelsToTileUnits(1.0f, state.getIntegerZoom()) },
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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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