summaryrefslogtreecommitdiff
path: root/src/mbgl/programs/gl/fill_extrusion_pattern.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'src/mbgl/programs/gl/fill_extrusion_pattern.cpp')
-rw-r--r--src/mbgl/programs/gl/fill_extrusion_pattern.cpp241
1 files changed, 241 insertions, 0 deletions
diff --git a/src/mbgl/programs/gl/fill_extrusion_pattern.cpp b/src/mbgl/programs/gl/fill_extrusion_pattern.cpp
new file mode 100644
index 0000000000..9c2da87b11
--- /dev/null
+++ b/src/mbgl/programs/gl/fill_extrusion_pattern.cpp
@@ -0,0 +1,241 @@
+// NOTE: DO NOT CHANGE THIS FILE. IT IS AUTOMATICALLY GENERATED.
+
+#include <mbgl/programs/fill_extrusion_pattern_program.hpp>
+#include <mbgl/programs/gl/shader_source.hpp>
+#include <mbgl/gl/program.hpp>
+
+namespace mbgl {
+namespace gfx {
+
+template <>
+std::unique_ptr<Program<FillExtrusionPatternProgram>>
+Context::createProgram<gl::Context>(const ProgramParameters& programParameters) {
+ return gl::Program<FillExtrusionPatternProgram>::createProgram(
+ reinterpret_cast<gl::Context&>(*this), programParameters, "fill_extrusion_pattern",
+ programs::gl::shaderSource() + 23237, programs::gl::shaderSource() + 26157);
+}
+
+} // namespace gfx
+} // namespace mbgl
+
+// Uncompressed source of fill_extrusion_pattern.vertex.glsl:
+/*
+uniform mat4 u_matrix;
+uniform vec2 u_pixel_coord_upper;
+uniform vec2 u_pixel_coord_lower;
+uniform float u_height_factor;
+uniform vec4 u_scale;
+uniform float u_vertical_gradient;
+
+uniform vec3 u_lightcolor;
+uniform lowp vec3 u_lightpos;
+uniform lowp float u_lightintensity;
+
+attribute vec2 a_pos;
+attribute vec4 a_normal_ed;
+
+varying vec2 v_pos_a;
+varying vec2 v_pos_b;
+varying vec4 v_lighting;
+
+
+#ifndef HAS_UNIFORM_u_base
+uniform lowp float a_base_t;
+attribute lowp vec2 a_base;
+varying lowp float base;
+#else
+uniform lowp float u_base;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_height
+uniform lowp float a_height_t;
+attribute lowp vec2 a_height;
+varying lowp float height;
+#else
+uniform lowp float u_height;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_pattern_from
+uniform lowp float a_pattern_from_t;
+attribute lowp vec4 a_pattern_from;
+varying lowp vec4 pattern_from;
+#else
+uniform lowp vec4 u_pattern_from;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_pattern_to
+uniform lowp float a_pattern_to_t;
+attribute lowp vec4 a_pattern_to;
+varying lowp vec4 pattern_to;
+#else
+uniform lowp vec4 u_pattern_to;
+#endif
+
+
+void main() {
+
+#ifndef HAS_UNIFORM_u_base
+ base = unpack_mix_vec2(a_base, a_base_t);
+#else
+ lowp float base = u_base;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_height
+ height = unpack_mix_vec2(a_height, a_height_t);
+#else
+ lowp float height = u_height;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_pattern_from
+ pattern_from = a_pattern_from;
+#else
+ mediump vec4 pattern_from = u_pattern_from;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_pattern_to
+ pattern_to = a_pattern_to;
+#else
+ mediump vec4 pattern_to = u_pattern_to;
+#endif
+
+
+ vec2 pattern_tl_a = pattern_from.xy;
+ vec2 pattern_br_a = pattern_from.zw;
+ vec2 pattern_tl_b = pattern_to.xy;
+ vec2 pattern_br_b = pattern_to.zw;
+
+ float pixelRatio = u_scale.x;
+ float tileRatio = u_scale.y;
+ float fromScale = u_scale.z;
+ float toScale = u_scale.w;
+
+ vec3 normal = a_normal_ed.xyz;
+ float edgedistance = a_normal_ed.w;
+
+ vec2 display_size_a = vec2((pattern_br_a.x - pattern_tl_a.x) / pixelRatio, (pattern_br_a.y - pattern_tl_a.y) / pixelRatio);
+ vec2 display_size_b = vec2((pattern_br_b.x - pattern_tl_b.x) / pixelRatio, (pattern_br_b.y - pattern_tl_b.y) / pixelRatio);
+
+ base = max(0.0, base);
+ height = max(0.0, height);
+
+ float t = mod(normal.x, 2.0);
+ float z = t > 0.0 ? height : base;
+
+ gl_Position = u_matrix * vec4(a_pos, z, 1);
+
+ vec2 pos = normal.x == 1.0 && normal.y == 0.0 && normal.z == 16384.0
+ ? a_pos // extrusion top
+ : vec2(edgedistance, z * u_height_factor); // extrusion side
+
+ v_pos_a = get_pattern_pos(u_pixel_coord_upper, u_pixel_coord_lower, fromScale * display_size_a, tileRatio, pos);
+ v_pos_b = get_pattern_pos(u_pixel_coord_upper, u_pixel_coord_lower, toScale * display_size_b, tileRatio, pos);
+
+ v_lighting = vec4(0.0, 0.0, 0.0, 1.0);
+ float directional = clamp(dot(normal / 16383.0, u_lightpos), 0.0, 1.0);
+ directional = mix((1.0 - u_lightintensity), max((0.5 + u_lightintensity), 1.0), directional);
+
+ 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)));
+ }
+
+ v_lighting.rgb += clamp(directional * u_lightcolor, mix(vec3(0.0), vec3(0.3), 1.0 - u_lightcolor), vec3(1.0));
+}
+
+*/
+
+// Uncompressed source of fill_extrusion_pattern.fragment.glsl:
+/*
+uniform vec2 u_texsize;
+uniform float u_fade;
+
+uniform sampler2D u_image;
+
+varying vec2 v_pos_a;
+varying vec2 v_pos_b;
+varying vec4 v_lighting;
+
+
+#ifndef HAS_UNIFORM_u_base
+varying lowp float base;
+#else
+uniform lowp float u_base;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_height
+varying lowp float height;
+#else
+uniform lowp float u_height;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_pattern_from
+varying lowp vec4 pattern_from;
+#else
+uniform lowp vec4 u_pattern_from;
+#endif
+
+
+#ifndef HAS_UNIFORM_u_pattern_to
+varying lowp vec4 pattern_to;
+#else
+uniform lowp vec4 u_pattern_to;
+#endif
+
+
+void main() {
+
+#ifdef HAS_UNIFORM_u_base
+ lowp float base = u_base;
+#endif
+
+
+#ifdef HAS_UNIFORM_u_height
+ lowp float height = u_height;
+#endif
+
+
+#ifdef HAS_UNIFORM_u_pattern_from
+ mediump vec4 pattern_from = u_pattern_from;
+#endif
+
+
+#ifdef HAS_UNIFORM_u_pattern_to
+ mediump vec4 pattern_to = u_pattern_to;
+#endif
+
+
+ vec2 pattern_tl_a = pattern_from.xy;
+ vec2 pattern_br_a = pattern_from.zw;
+ vec2 pattern_tl_b = pattern_to.xy;
+ vec2 pattern_br_b = pattern_to.zw;
+
+ vec2 imagecoord = mod(v_pos_a, 1.0);
+ vec2 pos = mix(pattern_tl_a / u_texsize, pattern_br_a / u_texsize, imagecoord);
+ vec4 color1 = texture2D(u_image, pos);
+
+ vec2 imagecoord_b = mod(v_pos_b, 1.0);
+ vec2 pos2 = mix(pattern_tl_b / u_texsize, pattern_br_b / u_texsize, imagecoord_b);
+ vec4 color2 = texture2D(u_image, pos2);
+
+ vec4 mixedColor = mix(color1, color2, u_fade);
+
+ gl_FragColor = mixedColor * v_lighting;
+
+#ifdef OVERDRAW_INSPECTOR
+ gl_FragColor = vec4(1.0);
+#endif
+}
+
+*/
+