Files
MapLibreParticleLab/src/mbgl/programs/collision_box_program.hpp
2019-03-01 09:33:37 +01:00

189 lines
6.9 KiB
C++

#pragma once
#include <mbgl/programs/program.hpp>
#include <mbgl/programs/attributes.hpp>
#include <mbgl/programs/uniforms.hpp>
#include <mbgl/shaders/collision_box.hpp>
#include <mbgl/shaders/collision_circle.hpp>
#include <mbgl/style/properties.hpp>
#include <mbgl/util/geometry.hpp>
#include <cmath>
namespace mbgl {
using CollisionBoxLayoutAttributes = TypeList<
attributes::a_pos,
attributes::a_anchor_pos,
attributes::a_extrude>;
using CollisionBoxDynamicAttributes = TypeList<attributes::a_placed>;
class CollisionBoxProgram : public Program<
shaders::collision_box,
gfx::Line,
TypeListConcat<CollisionBoxLayoutAttributes, CollisionBoxDynamicAttributes>,
TypeList<
uniforms::u_matrix,
uniforms::u_extrude_scale,
uniforms::u_camera_to_center_distance>,
style::Properties<>>
{
public:
using Program::Program;
static gfx::Vertex<CollisionBoxLayoutAttributes> layoutVertex(Point<float> a, Point<float> anchor, Point<float> o) {
return {
{{
static_cast<int16_t>(a.x),
static_cast<int16_t>(a.y)
}},
{{
static_cast<int16_t>(anchor.x),
static_cast<int16_t>(anchor.y)
}},
{{
static_cast<int16_t>(::round(o.x)),
static_cast<int16_t>(::round(o.y))
}}
};
}
static gfx::Vertex<CollisionBoxDynamicAttributes> dynamicVertex(bool placed, bool notUsed) {
return {
{{ static_cast<uint8_t>(placed), static_cast<uint8_t>(notUsed) }}
};
}
template <class DrawMode>
void draw(gl::Context& context,
DrawMode drawMode,
gl::DepthMode depthMode,
gl::StencilMode stencilMode,
gl::ColorMode colorMode,
gl::CullFaceMode cullFaceMode,
const UniformValues& uniformValues,
const gl::VertexBuffer<gfx::Vertex<CollisionBoxLayoutAttributes>>& layoutVertexBuffer,
const gl::VertexBuffer<gfx::Vertex<CollisionBoxDynamicAttributes>>& dynamicVertexBuffer,
const gl::IndexBuffer<DrawMode>& indexBuffer,
const SegmentVector<Attributes>& segments,
const Binders& paintPropertyBinders,
const typename PaintProperties::PossiblyEvaluated& currentProperties,
float currentZoom,
const std::string& layerID) {
typename AllUniforms::Values allUniformValues = uniformValues
.concat(paintPropertyBinders.uniformValues(currentZoom, currentProperties));
typename Attributes::Bindings allAttributeBindings = gl::Attributes<CollisionBoxLayoutAttributes>::bindings(layoutVertexBuffer)
.concat(gl::Attributes<CollisionBoxDynamicAttributes>::bindings(dynamicVertexBuffer))
.concat(paintPropertyBinders.attributeBindings(currentProperties));
assert(layoutVertexBuffer.vertexCount == dynamicVertexBuffer.vertexCount);
for (auto& segment : segments) {
auto vertexArrayIt = segment.vertexArrays.find(layerID);
if (vertexArrayIt == segment.vertexArrays.end()) {
vertexArrayIt = segment.vertexArrays.emplace(layerID, context.createVertexArray()).first;
}
program.draw(
context,
std::move(drawMode),
std::move(depthMode),
std::move(stencilMode),
std::move(colorMode),
std::move(cullFaceMode),
allUniformValues,
vertexArrayIt->second,
Attributes::offsetBindings(allAttributeBindings, segment.vertexOffset),
indexBuffer,
segment.indexOffset,
segment.indexLength);
}
}
};
class CollisionCircleProgram : public Program<
shaders::collision_circle,
gfx::Triangle,
TypeListConcat<CollisionBoxLayoutAttributes, CollisionBoxDynamicAttributes>,
TypeList<
uniforms::u_matrix,
uniforms::u_extrude_scale,
uniforms::u_overscale_factor,
uniforms::u_camera_to_center_distance>,
style::Properties<>>
{
public:
using Program::Program;
static gfx::Vertex<CollisionBoxLayoutAttributes> vertex(Point<float> a, Point<float> anchor, Point<float> o) {
return {
{{
static_cast<int16_t>(a.x),
static_cast<int16_t>(a.y)
}},
{{
static_cast<int16_t>(anchor.x),
static_cast<int16_t>(anchor.y)
}},
{{
static_cast<int16_t>(::round(o.x)),
static_cast<int16_t>(::round(o.y))
}}
};
}
template <class DrawMode>
void draw(gl::Context& context,
DrawMode drawMode,
gl::DepthMode depthMode,
gl::StencilMode stencilMode,
gl::ColorMode colorMode,
gl::CullFaceMode cullFaceMode,
const UniformValues& uniformValues,
const gl::VertexBuffer<gfx::Vertex<CollisionBoxLayoutAttributes>>& layoutVertexBuffer,
const gl::VertexBuffer<gfx::Vertex<CollisionBoxDynamicAttributes>>& dynamicVertexBuffer,
const gl::IndexBuffer<DrawMode>& indexBuffer,
const SegmentVector<Attributes>& segments,
const Binders& paintPropertyBinders,
const typename PaintProperties::PossiblyEvaluated& currentProperties,
float currentZoom,
const std::string& layerID) {
typename AllUniforms::Values allUniformValues = uniformValues
.concat(paintPropertyBinders.uniformValues(currentZoom, currentProperties));
typename Attributes::Bindings allAttributeBindings = gl::Attributes<CollisionBoxLayoutAttributes>::bindings(layoutVertexBuffer)
.concat(gl::Attributes<CollisionBoxDynamicAttributes>::bindings(dynamicVertexBuffer))
.concat(paintPropertyBinders.attributeBindings(currentProperties));
for (auto& segment : segments) {
auto vertexArrayIt = segment.vertexArrays.find(layerID);
if (vertexArrayIt == segment.vertexArrays.end()) {
vertexArrayIt = segment.vertexArrays.emplace(layerID, context.createVertexArray()).first;
}
program.draw(
context,
std::move(drawMode),
std::move(depthMode),
std::move(stencilMode),
std::move(colorMode),
std::move(cullFaceMode),
allUniformValues,
vertexArrayIt->second,
Attributes::offsetBindings(allAttributeBindings, segment.vertexOffset),
indexBuffer,
segment.indexOffset,
segment.indexLength);
}
}
};
using CollisionBoxVertex = CollisionBoxProgram::LayoutVertex;
} // namespace mbgl