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#include <mbgl/programs/fill_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>
namespace mbgl {
using namespace style;
static_assert(sizeof(FillLayoutVertex) == 4, "expected FillLayoutVertex size");
FillPatternProgram::UniformValues
FillPatternProgram::uniformValues(mat4 matrix,
Size framebufferSize,
Size atlasSize,
const CrossfadeParameters& crossfade,
const UnwrappedTileID& tileID,
const TransformState& state,
const float pixelRatio)
{
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::u_matrix::Value( matrix ),
uniforms::u_world::Value( framebufferSize ),
uniforms::u_texsize::Value( atlasSize ),
uniforms::u_scale::Value({ {pixelRatio, tileRatio, crossfade.fromScale, crossfade.toScale} } ),
uniforms::u_fade::Value( crossfade.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) }} )
};
}
} // namespace mbgl
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