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#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/style/properties.hpp>
#include <mbgl/util/geometry.hpp>
#include <cmath>
namespace mbgl {
namespace uniforms {
MBGL_DEFINE_UNIFORM_SCALAR(float, u_scale);
MBGL_DEFINE_UNIFORM_SCALAR(float, u_maxzoom);
} // namespace uniforms
using CollisionBoxAttributes = gl::Attributes<
attributes::a_pos,
attributes::a_anchor_pos,
attributes::a_extrude,
attributes::a_data<uint8_t, 2>>;
class CollisionBoxProgram : public Program<
shaders::collision_box,
gl::Line,
CollisionBoxAttributes,
gl::Uniforms<
uniforms::u_matrix,
uniforms::u_scale,
uniforms::u_zoom,
uniforms::u_maxzoom,
uniforms::u_collision_y_stretch,
uniforms::u_camera_to_center_distance,
uniforms::u_pitch,
uniforms::u_fadetexture>,
style::Properties<>>
{
public:
using Program::Program;
static LayoutVertex vertex(Point<float> a, Point<float> anchor, Point<float> o, float maxzoom, float placementZoom) {
return LayoutVertex {
{{
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_cast<uint8_t>(maxzoom * 10),
static_cast<uint8_t>(placementZoom * 10)
}}
};
}
};
using CollisionBoxVertex = CollisionBoxProgram::LayoutVertex;
} // namespace mbgl
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