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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.getBearing());
}
matrix::transformMat3f(lightPos, lightPos, lightMat);
return lightPos;
}
float lightIntensity(const EvaluatedLight& light) {
return light.get<LightIntensity>();
}
FillExtrusionProgram::LayoutUniformValues FillExtrusionProgram::layoutUniformValues(
mat4 matrix, const TransformState& state, const float opacity, const EvaluatedLight& light) {
return {
uniforms::matrix::Value( matrix ),
uniforms::opacity::Value( opacity ),
uniforms::lightcolor::Value( lightColor(light) ),
uniforms::lightpos::Value( lightPosition(light, state) ),
uniforms::lightintensity::Value( lightIntensity(light) )
};
}
FillExtrusionPatternProgram::LayoutUniformValues
FillExtrusionPatternProgram::layoutUniformValues(mat4 matrix,
Size atlasSize,
const CrossfadeParameters& crossfade,
const UnwrappedTileID& tileID,
const TransformState& state,
const float opacity,
const float heightFactor,
const float pixelRatio,
const EvaluatedLight& light) {
const auto tileRatio = 1 / tileID.pixelsToTileUnits(1, state.getIntegerZoom());
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 {
uniforms::matrix::Value( matrix ),
uniforms::opacity::Value( opacity ),
uniforms::scale::Value( {{pixelRatio, tileRatio, crossfade.fromScale, crossfade.toScale}} ),
uniforms::texsize::Value( atlasSize ),
uniforms::fade::Value( crossfade.t ),
uniforms::pixel_coord_upper::Value( std::array<float, 2>{{ float(pixelX >> 16), float(pixelY >> 16) }} ),
uniforms::pixel_coord_lower::Value( std::array<float, 2>{{ float(pixelX & 0xFFFF), float(pixelY & 0xFFFF) }} ),
uniforms::height_factor::Value( heightFactor ),
uniforms::lightcolor::Value( lightColor(light) ),
uniforms::lightpos::Value( lightPosition(light, state) ),
uniforms::lightintensity::Value( lightIntensity(light) ),
};
}
} // namespace mbgl
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