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#pragma once
#include <mbgl/programs/program.hpp>
#include <mbgl/programs/attributes.hpp>
#include <mbgl/programs/uniforms.hpp>
#include <mbgl/shader/raster.hpp>
#include <mbgl/util/geometry.hpp>
namespace mbgl {
namespace uniforms {
MBGL_DEFINE_UNIFORM_SCALAR(gl::TextureUnit, u_image0);
MBGL_DEFINE_UNIFORM_SCALAR(gl::TextureUnit, u_image1);
MBGL_DEFINE_UNIFORM_SCALAR(float, u_fade_t);
MBGL_DEFINE_UNIFORM_SCALAR(float, u_buffer_scale);
MBGL_DEFINE_UNIFORM_SCALAR(float, u_brightness_low);
MBGL_DEFINE_UNIFORM_SCALAR(float, u_brightness_high);
MBGL_DEFINE_UNIFORM_SCALAR(float, u_saturation_factor);
MBGL_DEFINE_UNIFORM_SCALAR(float, u_contrast_factor);
MBGL_DEFINE_UNIFORM_SCALAR(float, u_scale_parent);
MBGL_DEFINE_UNIFORM_VECTOR(float, 3, u_spin_weights);
MBGL_DEFINE_UNIFORM_VECTOR(float, 2, u_tl_parent);
} // namespace uniforms
using RasterAttributes = gl::Attributes<
attributes::a_pos,
attributes::a_texture_pos>;
class RasterProgram : public Program<
shaders::raster,
gl::Triangle,
RasterAttributes,
gl::Uniforms<
uniforms::u_matrix,
uniforms::u_image0,
uniforms::u_image1,
uniforms::u_opacity,
uniforms::u_fade_t,
uniforms::u_brightness_low,
uniforms::u_brightness_high,
uniforms::u_saturation_factor,
uniforms::u_contrast_factor,
uniforms::u_spin_weights,
uniforms::u_buffer_scale,
uniforms::u_scale_parent,
uniforms::u_tl_parent>>
{
public:
using Program::Program;
static Vertex vertex(Point<int16_t> p, Point<uint16_t> t) {
return Vertex {
{
p.x,
p.y
},
{
t.x,
t.y
}
};
}
};
using RasterVertex = RasterProgram::Vertex;
} // namespace mbgl
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