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#include <mbgl/shader/fill_uniforms.hpp>
#include <mbgl/sprite/sprite_atlas.hpp>
#include <mbgl/style/property_evaluator.hpp>
#include <mbgl/tile/tile_id.hpp>
#include <mbgl/map/transform_state.hpp>
namespace mbgl {
using namespace style;
FillPatternUniforms::Values
FillPatternUniforms::values(mat4 matrix,
float opacity,
Size framebufferSize,
const SpriteAtlasPosition& a,
const SpriteAtlasPosition& b,
const Faded<std::string>& fading,
const UnwrappedTileID& tileID,
const TransformState& state)
{
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 FillPatternUniforms::Values {
matrix,
opacity,
framebufferSize,
a.tl,
a.br,
b.tl,
b.br,
a.size,
b.size,
fading.fromScale,
fading.toScale,
fading.t,
0,
std::array<float, 2> {{ float(pixelX >> 16), float(pixelY >> 16) }},
std::array<float, 2> {{ float(pixelX & 0xFFFF), float(pixelY & 0xFFFF) }},
1.0f / tileID.pixelsToTileUnits(1.0f, state.getIntegerZoom())
};
}
} // namespace mbgl
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