#include #include #include #include #include #include namespace mbgl { using namespace style; static_assert(sizeof(SymbolLayoutVertex) == 16, "expected SymbolLayoutVertex size"); std::unique_ptr SymbolSizeBinder::create(const float tileZoom, const style::DataDrivenPropertyValue& sizeProperty, const float defaultValue) { return sizeProperty.match( [&] (const style::CompositeFunction& function) -> std::unique_ptr { return std::make_unique(tileZoom, function, defaultValue); }, [&] (const style::SourceFunction& function) { return std::make_unique(tileZoom, function, defaultValue); }, [&] (const auto& value) -> std::unique_ptr { return std::make_unique(tileZoom, value, defaultValue); } ); } template Values makeValues(const bool isText, const style::SymbolPropertyValues& values, const Size& texsize, const std::array& pixelsToGLUnits, const RenderTile& tile, const TransformState& state, Args&&... args) { std::array extrudeScale; if (values.pitchAlignment == AlignmentType::Map) { extrudeScale.fill(tile.id.pixelsToTileUnits(1, state.getZoom())); } else { extrudeScale = {{ pixelsToGLUnits[0] * state.getCameraToCenterDistance(), pixelsToGLUnits[1] * state.getCameraToCenterDistance() }}; } return Values { uniforms::u_matrix::Value{ tile.translatedMatrix(values.translate, values.translateAnchor, state) }, uniforms::u_extrude_scale::Value{ extrudeScale }, uniforms::u_texsize::Value{ texsize }, uniforms::u_zoom::Value{ float(state.getZoom()) }, uniforms::u_rotate_with_map::Value{ values.rotationAlignment == AlignmentType::Map }, uniforms::u_texture::Value{ 0 }, uniforms::u_fadetexture::Value{ 1 }, uniforms::u_is_text::Value{ isText }, std::forward(args)... }; } SymbolIconProgram::UniformValues SymbolIconProgram::uniformValues(const bool isText, const style::SymbolPropertyValues& values, const Size& texsize, const std::array& pixelsToGLUnits, const RenderTile& tile, const TransformState& state) { return makeValues( isText, values, texsize, pixelsToGLUnits, tile, state ); } template typename SymbolSDFProgram::UniformValues SymbolSDFProgram::uniformValues( const bool isText, const style::SymbolPropertyValues& values, const Size& texsize, const std::array& pixelsToGLUnits, const RenderTile& tile, const TransformState& state, const SymbolSDFPart part) { const float gammaScale = (values.pitchAlignment == AlignmentType::Map ? std::cos(state.getPitch()) : 1.0) * state.getCameraToCenterDistance(); return makeValues::UniformValues>( isText, values, texsize, pixelsToGLUnits, tile, state, uniforms::u_gamma_scale::Value{ gammaScale }, uniforms::u_pitch::Value{ state.getPitch() }, uniforms::u_bearing::Value{ -1.0f * state.getAngle() }, uniforms::u_aspect_ratio::Value{ (state.getSize().width * 1.0f) / (state.getSize().height * 1.0f) }, uniforms::u_pitch_with_map::Value{ values.pitchAlignment == AlignmentType::Map }, uniforms::u_is_halo::Value{ part == SymbolSDFPart::Halo } ); } template class SymbolSDFProgram; template class SymbolSDFProgram; } // namespace mbgl