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#pragma once
#include <mbgl/programs/program.hpp>
#include <mbgl/programs/attributes.hpp>
#include <mbgl/programs/uniforms.hpp>
#include <mbgl/shaders/fill_extrusion.hpp>
#include <mbgl/shaders/fill_extrusion_pattern.hpp>
#include <mbgl/util/geometry.hpp>
#include <mbgl/util/mat4.hpp>
#include <mbgl/util/size.hpp>
#include <mbgl/style/layers/fill_extrusion_layer_properties.hpp>
#include <mbgl/style/style.hpp>
#include <mbgl/style/light_impl.hpp>
#include <string>
namespace mbgl {
class SpriteAtlasElement;
class UnwrappedTileID;
class TransformState;
namespace style {
template <class> class Faded;
} // namespace style
namespace uniforms {
MBGL_DEFINE_UNIFORM_VECTOR(float, 3, u_lightpos);
MBGL_DEFINE_UNIFORM_VECTOR(float, 3, u_lightcolor);
MBGL_DEFINE_UNIFORM_SCALAR(float, u_lightintensity);
MBGL_DEFINE_UNIFORM_SCALAR(float, u_height_factor);
} // namespace uniforms
struct FillExtrusionLayoutAttributes : gl::Attributes<
attributes::a_pos,
attributes::a_normal,
attributes::a_edgedistance>
{};
struct FillExtrusionUniforms : gl::Uniforms<
uniforms::u_matrix,
uniforms::u_lightcolor,
uniforms::u_lightpos,
uniforms::u_lightintensity>
{
static Values values(mat4,
const TransformState&,
const style::EvaluatedLight&);
};
struct FillExtrusionPatternUniforms : gl::Uniforms<
uniforms::u_matrix,
uniforms::u_pattern_tl_a,
uniforms::u_pattern_br_a,
uniforms::u_pattern_tl_b,
uniforms::u_pattern_br_b,
uniforms::u_pattern_size_a,
uniforms::u_pattern_size_b,
uniforms::u_scale_a,
uniforms::u_scale_b,
uniforms::u_mix,
uniforms::u_image,
uniforms::u_pixel_coord_upper,
uniforms::u_pixel_coord_lower,
uniforms::u_tile_units_to_pixels,
uniforms::u_height_factor,
uniforms::u_lightcolor,
uniforms::u_lightpos,
uniforms::u_lightintensity>
{
static Values values(mat4,
const SpriteAtlasElement&,
const SpriteAtlasElement&,
const style::Faded<std::string>&,
const UnwrappedTileID&,
const TransformState&,
const float,
const style::EvaluatedLight&);
};
class FillExtrusionProgram : public Program<
shaders::fill_extrusion,
gl::Triangle,
FillExtrusionLayoutAttributes,
FillExtrusionUniforms,
style::FillExtrusionPaintProperties>
{
public:
using Program::Program;
static LayoutVertex layoutVertex(Point<int16_t> p, double nx, double ny, double nz, unsigned short t, uint16_t e) {
const auto factor = pow(2, 13);
return LayoutVertex {
{{
p.x,
p.y
}},
{{
// Multiply normal vector components by 2^14 to pack them into integers
// We pack a bool (`t`) into the x component indicating whether it is an upper or lower vertex
static_cast<int16_t>(floor(nx * factor) * 2 + t),
static_cast<int16_t>(ny * factor * 2),
static_cast<int16_t>(nz * factor * 2)
}},
{{
// The edgedistance attribute is used for wrapping fill_extrusion patterns
e
}}
};
}
};
class FillExtrusionPatternProgram : public Program<
shaders::fill_extrusion_pattern,
gl::Triangle,
FillExtrusionLayoutAttributes,
FillExtrusionPatternUniforms,
style::FillExtrusionPaintProperties>
{
public:
using Program::Program;
};
using FillExtrusionLayoutVertex = FillExtrusionProgram::LayoutVertex;
using FillExtrusionAttributes = FillExtrusionProgram::Attributes;
} // namespace mbgl
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