1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
|
#pragma once
#include <mbgl/programs/program.hpp>
#include <mbgl/programs/attributes.hpp>
#include <mbgl/programs/extrusion_texture_program.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/renderer/render_light.hpp>
#include <string>
namespace mbgl {
class ImagePosition;
class UnwrappedTileID;
class TransformState;
template <class> class Faded;
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
using FillExtrusionLayoutAttributes = TypeList<
attributes::a_pos,
attributes::a_normal_ed>;
using FillExtrusionUniforms = TypeList<
uniforms::u_matrix,
uniforms::u_lightcolor,
uniforms::u_lightpos,
uniforms::u_lightintensity>;
using FillExtrusionPatternUniforms = TypeList<
uniforms::u_matrix,
uniforms::u_scale,
uniforms::u_texsize,
uniforms::u_fade,
uniforms::u_image,
uniforms::u_pixel_coord_upper,
uniforms::u_pixel_coord_lower,
uniforms::u_height_factor,
uniforms::u_lightcolor,
uniforms::u_lightpos,
uniforms::u_lightintensity>;
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
static_cast<int16_t>(e)
}}
};
}
static UniformValues uniformValues(mat4,
const TransformState&,
const EvaluatedLight&);
};
class FillExtrusionPatternProgram : public Program<
shaders::fill_extrusion_pattern,
gl::Triangle,
FillExtrusionLayoutAttributes,
FillExtrusionPatternUniforms,
style::FillExtrusionPaintProperties>
{
public:
using Program::Program;
static UniformValues uniformValues(mat4,
Size atlasSize,
const CrossfadeParameters&,
const UnwrappedTileID&,
const TransformState&,
const float heightFactor,
const float pixelRatio,
const EvaluatedLight&);
};
using FillExtrusionLayoutVertex = FillExtrusionProgram::LayoutVertex;
using FillExtrusionAttributes = FillExtrusionProgram::Attributes;
class FillExtrusionLayerPrograms final : public LayerTypePrograms {
public:
FillExtrusionLayerPrograms(gl::Context& context, const ProgramParameters& programParameters)
: fillExtrusion(context, programParameters),
fillExtrusionPattern(context, programParameters),
extrusionTexture(context, programParameters) {}
ProgramMap<FillExtrusionProgram> fillExtrusion;
ProgramMap<FillExtrusionPatternProgram> fillExtrusionPattern;
ExtrusionTextureProgram extrusionTexture;
};
} // namespace mbgl
|