Generate multiple texture atlases when first atlas is full

This commit is contained in:
Dan Paulat 2023-09-02 23:37:45 -05:00
parent 7198d1c7af
commit 9766e02f32
10 changed files with 205 additions and 141 deletions

View file

@ -8,14 +8,14 @@
layout (location = 0) in vec2 aLatLong;
layout (location = 1) in vec2 aXYOffset;
layout (location = 2) in vec2 aTexCoord;
layout (location = 2) in vec3 aTexCoord;
layout (location = 3) in vec4 aModulate;
uniform mat4 uMVPMatrix;
uniform mat4 uMapMatrix;
uniform vec2 uMapScreenCoord;
smooth out vec2 texCoord;
smooth out vec3 texCoord;
smooth out vec4 color;
vec2 latLngToScreenCoordinate(in vec2 latLng)

View file

@ -9,7 +9,7 @@
layout (location = 0) in vec2 aLatLong;
layout (location = 1) in vec2 aXYOffset;
layout (location = 2) in vec2 aTexCoord;
layout (location = 2) in vec3 aTexCoord;
layout (location = 3) in vec4 aModulate;
layout (location = 4) in float aAngleDeg;
layout (location = 5) in int aThreshold;
@ -21,11 +21,11 @@ uniform vec2 uMapScreenCoord;
out VertexData
{
int threshold;
vec2 texCoord;
vec3 texCoord;
vec4 color;
} vsOut;
smooth out vec2 texCoord;
smooth out vec3 texCoord;
smooth out vec4 color;
vec2 latLngToScreenCoordinate(in vec2 latLng)

View file

@ -12,7 +12,7 @@ uniform vec2 uMapScreenCoord;
out VertexData
{
int threshold;
vec2 texCoord;
vec3 texCoord;
vec4 color;
} vsOut;

View file

@ -5,12 +5,12 @@ precision mediump float;
uniform sampler2DArray uTexture;
smooth in vec2 texCoord;
smooth in vec3 texCoord;
smooth in vec4 color;
layout (location = 0) out vec4 fragColor;
void main()
{
fragColor = texture(uTexture, vec3(texCoord, 0.0)) * color;
fragColor = texture(uTexture, texCoord) * color;
}

View file

@ -8,11 +8,11 @@ uniform float uMapDistance;
in VertexData
{
int threshold;
vec2 texCoord;
vec3 texCoord;
vec4 color;
} gsIn[];
smooth out vec2 texCoord;
smooth out vec3 texCoord;
smooth out vec4 color;
void main()