diff options
Diffstat (limited to 'src/mbgl/programs/gl/fill_extrusion.cpp')
-rw-r--r-- | src/mbgl/programs/gl/fill_extrusion.cpp | 142 |
1 files changed, 142 insertions, 0 deletions
diff --git a/src/mbgl/programs/gl/fill_extrusion.cpp b/src/mbgl/programs/gl/fill_extrusion.cpp new file mode 100644 index 0000000000..45ebb68dd4 --- /dev/null +++ b/src/mbgl/programs/gl/fill_extrusion.cpp @@ -0,0 +1,142 @@ +// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED. + +#include <mbgl/programs/fill_extrusion_program.hpp> +#include <mbgl/programs/gl/shader_source.hpp> +#include <mbgl/gl/program.hpp> + +namespace mbgl { +namespace gfx { + +template <> +std::unique_ptr<Program<FillExtrusionProgram>> +Context::createProgram<gl::Context>(const ProgramParameters& programParameters) { + return gl::Program<FillExtrusionProgram>::createProgram( + reinterpret_cast<gl::Context&>(*this), programParameters, "fill_extrusion", + programs::gl::shaderSource() + 21238, programs::gl::shaderSource() + 23121); +} + +} // namespace gfx +} // namespace mbgl + +// Uncompressed source of fill_extrusion.vertex.glsl: +/* +uniform mat4 u_matrix; +uniform vec3 u_lightcolor; +uniform lowp vec3 u_lightpos; +uniform lowp float u_lightintensity; +uniform float u_vertical_gradient; + +attribute vec2 a_pos; +attribute vec4 a_normal_ed; + +varying vec4 v_color; + + +#ifndef HAS_UNIFORM_u_base +uniform lowp float a_base_t; +attribute highp vec2 a_base; +#else +uniform highp float u_base; +#endif + + +#ifndef HAS_UNIFORM_u_height +uniform lowp float a_height_t; +attribute highp vec2 a_height; +#else +uniform highp float u_height; +#endif + + + +#ifndef HAS_UNIFORM_u_color +uniform lowp float a_color_t; +attribute highp vec4 a_color; +#else +uniform highp vec4 u_color; +#endif + + +void main() { + +#ifndef HAS_UNIFORM_u_base + highp float base = unpack_mix_vec2(a_base, a_base_t); +#else + highp float base = u_base; +#endif + + +#ifndef HAS_UNIFORM_u_height + highp float height = unpack_mix_vec2(a_height, a_height_t); +#else + highp float height = u_height; +#endif + + +#ifndef HAS_UNIFORM_u_color + highp vec4 color = unpack_mix_color(a_color, a_color_t); +#else + highp vec4 color = u_color; +#endif + + + vec3 normal = a_normal_ed.xyz; + + base = max(0.0, base); + height = max(0.0, height); + + float t = mod(normal.x, 2.0); + + gl_Position = u_matrix * vec4(a_pos, t > 0.0 ? height : base, 1); + + // Relative luminance (how dark/bright is the surface color?) + float colorvalue = color.r * 0.2126 + color.g * 0.7152 + color.b * 0.0722; + + v_color = vec4(0.0, 0.0, 0.0, 1.0); + + // Add slight ambient lighting so no extrusions are totally black + vec4 ambientlight = vec4(0.03, 0.03, 0.03, 1.0); + color += ambientlight; + + // Calculate cos(theta), where theta is the angle between surface normal and diffuse light ray + float directional = clamp(dot(normal / 16384.0, u_lightpos), 0.0, 1.0); + + // Adjust directional so that + // the range of values for highlight/shading is narrower + // with lower light intensity + // and with lighter/brighter surface colors + directional = mix((1.0 - u_lightintensity), max((1.0 - colorvalue + u_lightintensity), 1.0), directional); + + // Add gradient along z axis of side surfaces + if (normal.y != 0.0) { + // This avoids another branching statement, but multiplies by a constant of 0.84 if no vertical gradient, + // and otherwise calculates the gradient based on base + height + directional *= ( + (1.0 - u_vertical_gradient) + + (u_vertical_gradient * clamp((t + base) * pow(height / 150.0, 0.5), mix(0.7, 0.98, 1.0 - u_lightintensity), 1.0))); + } + + // Assign final color based on surface + ambient light color, diffuse light directional, and light color + // with lower bounds adjusted to hue of light + // so that shading is tinted with the complementary (opposite) color to the light color + v_color.r += clamp(color.r * directional * u_lightcolor.r, mix(0.0, 0.3, 1.0 - u_lightcolor.r), 1.0); + v_color.g += clamp(color.g * directional * u_lightcolor.g, mix(0.0, 0.3, 1.0 - u_lightcolor.g), 1.0); + v_color.b += clamp(color.b * directional * u_lightcolor.b, mix(0.0, 0.3, 1.0 - u_lightcolor.b), 1.0); +} + +*/ + +// Uncompressed source of fill_extrusion.fragment.glsl: +/* +varying vec4 v_color; + +void main() { + gl_FragColor = v_color; + +#ifdef OVERDRAW_INSPECTOR + gl_FragColor = vec4(1.0); +#endif +} + +*/ + |