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#include <mbgl/programs/fill_extrusion_program.hpp>
#include <mbgl/renderer/image_atlas.hpp>
#include <mbgl/renderer/cross_faded_property_evaluator.hpp>
#include <mbgl/tile/tile_id.hpp>
#include <mbgl/map/transform_state.hpp>
#include <mbgl/util/mat3.hpp>
namespace mbgl {
using namespace style;
static_assert(sizeof(FillExtrusionLayoutVertex) == 12, "expected FillExtrusionLayoutVertex size");
std::array<float, 3> lightColor(const EvaluatedLight& light) {
const auto color = light.get<LightColor>();
return {{ color.r, color.g, color.b }};
}
std::array<float, 3> lightPosition(const EvaluatedLight& light, const TransformState& state) {
auto lightPos = light.get<LightPosition>().getCartesian();
mat3 lightMat;
matrix::identity(lightMat);
if (light.get<LightAnchor>() == LightAnchorType::Viewport) {
matrix::rotate(lightMat, lightMat, -state.getAngle());
}
matrix::transformMat3f(lightPos, lightPos, lightMat);
return lightPos;
}
float lightIntensity(const EvaluatedLight& light) {
return light.get<LightIntensity>();
}
FillExtrusionUniforms::Values
FillExtrusionUniforms::values(mat4 matrix,
const TransformState& state,
const EvaluatedLight& light) {
return FillExtrusionUniforms::Values{
uniforms::u_matrix::Value{ matrix },
uniforms::u_lightcolor::Value{ lightColor(light) },
uniforms::u_lightpos::Value{ lightPosition(light, state) },
uniforms::u_lightintensity::Value{ lightIntensity(light) }
};
}
FillExtrusionPatternUniforms::Values
FillExtrusionPatternUniforms::values(mat4 matrix,
Size atlasSize,
const ImagePosition& a,
const ImagePosition& b,
const Faded<std::string>& fading,
const UnwrappedTileID& tileID,
const TransformState& state,
const float heightFactor,
const EvaluatedLight& light) {
int32_t tileSizeAtNearestZoom = util::tileSize * state.zoomScale(state.getIntegerZoom() - tileID.canonical.z);
int32_t pixelX = tileSizeAtNearestZoom * (tileID.canonical.x + tileID.wrap * state.zoomScale(tileID.canonical.z));
int32_t pixelY = tileSizeAtNearestZoom * tileID.canonical.y;
return FillExtrusionPatternUniforms::Values{
uniforms::u_matrix::Value{ matrix },
uniforms::u_pattern_tl_a::Value{ a.tl() },
uniforms::u_pattern_br_a::Value{ a.br() },
uniforms::u_pattern_tl_b::Value{ b.tl() },
uniforms::u_pattern_br_b::Value{ b.br() },
uniforms::u_pattern_size_a::Value{ a.displaySize() },
uniforms::u_pattern_size_b::Value{ b.displaySize() },
uniforms::u_scale_a::Value{ fading.fromScale },
uniforms::u_scale_b::Value{ fading.toScale },
uniforms::u_texsize::Value{ atlasSize },
uniforms::u_mix::Value{ fading.t },
uniforms::u_image::Value{ 0 },
uniforms::u_pixel_coord_upper::Value{ std::array<float, 2>{{ float(pixelX >> 16), float(pixelY >> 16) }} },
uniforms::u_pixel_coord_lower::Value{ std::array<float, 2>{{ float(pixelX & 0xFFFF), float(pixelY & 0xFFFF) }} },
uniforms::u_tile_units_to_pixels::Value{ 1.0f / tileID.pixelsToTileUnits(1.0f, state.getIntegerZoom()) },
uniforms::u_height_factor::Value{ heightFactor },
uniforms::u_lightcolor::Value{ lightColor(light) },
uniforms::u_lightpos::Value{ lightPosition(light, state) },
uniforms::u_lightintensity::Value{ lightIntensity(light) },
};
}
} // namespace mbgl
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