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#pragma once
#include <mbgl/programs/program.hpp>
#include <mbgl/programs/attributes.hpp>
#include <mbgl/programs/uniforms.hpp>
#include <mbgl/shader/circle.hpp>
#include <mbgl/util/geometry.hpp>
namespace mbgl {
namespace uniforms {
MBGL_DEFINE_UNIFORM_SCALAR(float, u_radius);
MBGL_DEFINE_UNIFORM_SCALAR(bool, u_scale_with_map);
MBGL_DEFINE_UNIFORM_SCALAR(float, u_devicepixelratio);
} // namespace uniforms
class CircleProgram : public Program<
shaders::circle,
gl::Attributes<
attributes::a_pos>,
gl::Uniforms<
uniforms::u_matrix,
uniforms::u_opacity,
uniforms::u_color,
uniforms::u_radius,
uniforms::u_blur,
uniforms::u_scale_with_map,
uniforms::u_extrude_scale,
uniforms::u_devicepixelratio>>
{
public:
using Program::Program;
/*
* @param {number} x vertex position
* @param {number} y vertex position
* @param {number} ex extrude normal
* @param {number} ey extrude normal
*/
static Vertex vertex(Point<int16_t> p, float ex, float ey) {
return Vertex {
{
static_cast<int16_t>((p.x * 2) + ((ex + 1) / 2)),
static_cast<int16_t>((p.y * 2) + ((ey + 1) / 2))
}
};
}
};
using CircleVertex = CircleProgram::Vertex;
} // namespace mbgl
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