remove trailing whitespace
[skip ci]
This commit is contained in:
@@ -12,7 +12,7 @@ class Geometry : private util::noncopyable {
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public:
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inline explicit Geometry(pbf& data);
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enum command : uint8_t {
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end = 0,
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move_to = 1,
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@@ -46,7 +46,7 @@ public:
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void rerender();
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void renderLayer(std::shared_ptr<StyleLayer> layer_desc, RenderPass pass, const Tile::ID* id = nullptr, const mat4* matrix = nullptr);
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// Forces a map update: always triggers a rerender.
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void update();
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@@ -43,7 +43,7 @@ class LineBucket;
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class SymbolBucket;
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class RasterBucket;
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class PrerenderedTexture;
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struct FillProperties;
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struct RasterProperties;
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struct CompositeProperties;
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@@ -92,7 +92,7 @@ public:
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void preparePrerender(RasterBucket &bucket);
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void renderPrerenderedTexture(RasterBucket &bucket, const mat4 &matrix, const RasterProperties& properties);
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void createPrerendered(RasterBucket& bucket, std::shared_ptr<StyleLayer> layer_desc, const Tile::ID& id);
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void resize();
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@@ -17,19 +17,19 @@ class VertexArrayObject;
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class RasterBucket : public Bucket {
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public:
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RasterBucket(const std::shared_ptr<Texturepool> &texturepool, const StyleBucketRaster& properties);
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virtual void render(Painter& painter, std::shared_ptr<StyleLayer> layer_desc, const Tile::ID& id, const mat4 &matrix);
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virtual bool hasData() const;
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bool setImage(const std::string &data);
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const StyleBucketRaster &properties;
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PrerenderedTexture texture;
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void drawRaster(RasterShader& shader, VertexBuffer &vertices, VertexArrayObject &array);
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void drawRaster(RasterShader& shader, VertexBuffer &vertices, VertexArrayObject &array, GLuint texture);
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Raster raster;
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private:
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@@ -28,7 +28,7 @@ public:
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// bind prerendered texture
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void bind(const GLuint texture);
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// loaded status
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bool isLoaded() const;
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@@ -87,7 +87,7 @@ void Source::render(Painter &painter, std::shared_ptr<StyleLayer> layer_desc) {
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}
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}
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}
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void Source::render(Painter &painter, std::shared_ptr<StyleLayer> layer_desc, const Tile::ID &id, const mat4 &matrix) {
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auto it = tiles.find(id);
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if (it != tiles.end() && it->second->data && it->second->data->state == TileData::State::parsed) {
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@@ -128,7 +128,7 @@ FilteredVectorTileLayer::iterator::iterator(const FilteredVectorTileLayer& paren
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// return true;
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// }
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//
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//
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//
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//
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//
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// if (filterExpression.is<util::recursive_wrapper<PropertyFilter>>()) {
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@@ -21,7 +21,7 @@ VectorTileData::~VectorTileData() {
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}
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void VectorTileData::beforeParse() {
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parser = std::make_unique<TileParser>(data, *this, map.getStyle(), map.getGlyphAtlas(), map.getGlyphStore(), map.getSpriteAtlas(), map.getSprite());
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}
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@@ -22,7 +22,7 @@ void Painter::preparePrerender(RasterBucket &bucket) {
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void Painter::renderPrerenderedTexture(RasterBucket &bucket, const mat4 &matrix, const RasterProperties& properties) {
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const int buffer = bucket.properties.buffer * 4096.0f;
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// draw the texture on a quad
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useProgram(rasterShader->program);
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rasterShader->setMatrix(matrix);
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@@ -11,29 +11,29 @@ using namespace mbgl;
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void Painter::renderRaster(RasterBucket& bucket, std::shared_ptr<StyleLayer> layer_desc, const Tile::ID& id, const mat4 &matrix) {
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if (pass != RenderPass::Translucent) return;
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const RasterProperties &properties = layer_desc->getProperties<RasterProperties>();
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if (layer_desc->layers) {
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if (!bucket.texture.getTexture()) {
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bucket.texture.bindFramebuffer();
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preparePrerender(bucket);
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const int buffer = bucket.properties.buffer * 4096.0f;
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const mat4 preMatrix = [&]{
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mat4 vtxMatrix;
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matrix::ortho(vtxMatrix, -buffer, 4096 + buffer, -4096 - buffer, buffer, 0, 1);
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matrix::translate(vtxMatrix, vtxMatrix, 0, -4096, 0);
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return vtxMatrix;
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}();
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// call updateTiles to get parsed data for sublayers
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map.updateTiles();
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int i = 0;
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for (auto it = layer_desc->layers->layers.begin(), end = layer_desc->layers->layers.end(); it != end; ++it, --i) {
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setOpaque();
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@@ -41,7 +41,7 @@ void Painter::renderRaster(RasterBucket& bucket, std::shared_ptr<StyleLayer> lay
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setTranslucent();
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map.renderLayer(*it, RenderPass::Translucent, &id, &preMatrix);
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}
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if (bucket.properties.blur > 0) {
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bucket.texture.blur(*this, bucket.properties.blur);
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}
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@@ -50,11 +50,11 @@ void Painter::renderRaster(RasterBucket& bucket, std::shared_ptr<StyleLayer> lay
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_STENCIL_TEST);
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glViewport(0, 0, gl_viewport[0], gl_viewport[1]);
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}
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renderPrerenderedTexture(bucket, matrix, properties);
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}
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@@ -69,7 +69,7 @@ void Painter::renderRaster(RasterBucket& bucket, std::shared_ptr<StyleLayer> lay
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rasterShader->setOpacity(properties.opacity);
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glDepthRange(strata + strata_epsilon, 1.0f);
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bucket.drawRaster(*rasterShader, tileStencilBuffer, coveringRasterArray);
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depthMask(true);
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@@ -44,7 +44,7 @@ void PrerenderedTexture::bindFramebuffer() {
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, properties.size, properties.size, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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if (fbo_depth_stencil == 0) {
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// Create depth/stencil buffer
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glGenRenderbuffers(1, &fbo_depth_stencil);
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@@ -532,7 +532,7 @@ void StyleParser::parseLayer(std::pair<JSVal, std::shared_ptr<StyleLayer>> &pair
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// Skip parsing this again. We already have a valid layer definition.
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return;
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}
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// Make sure we have not previously attempted to parse this layer.
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if (std::find(stack.begin(), stack.end(), layer.get()) != stack.end()) {
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Log::Warning(Event::ParseStyle, "layer reference of '%s' is circular", layer->id.c_str());
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@@ -907,10 +907,10 @@ void StyleParser::parseRender(JSVal value, std::shared_ptr<StyleLayer> &layer) {
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parseRenderProperty(value, render.text.ignore_placement, "text-ignore-placement");
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parseRenderProperty(value, render.text.optional, "text-optional");
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} break;
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case StyleLayerType::Raster: {
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StyleBucketRaster &render = bucket.render.get<StyleBucketRaster>();
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parseRenderProperty(value, render.size, "raster-size");
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parseRenderProperty(value, render.blur, "raster-blur");
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parseRenderProperty(value, render.buffer, "raster-buffer");
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@@ -918,7 +918,7 @@ void StyleParser::parseRender(JSVal value, std::shared_ptr<StyleLayer> &layer) {
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render.prerendered = true;
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}
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} break;
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default:
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// There are no render properties for these layer types.
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break;
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@@ -80,14 +80,14 @@ void Raster::bind(const GLuint texture) {
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} else if (textured) {
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glBindTexture(GL_TEXTURE_2D, texture);
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}
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GLuint filter = GL_LINEAR;
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if (filter != this->filter) {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter);
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this->filter = filter;
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}
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}
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void Raster::beginFadeInTransition() {
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@@ -25,7 +25,7 @@ GLuint Texturepool::getTextureID() {
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return id;
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}
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void Texturepool::removeTextureID(GLuint texture_id) {
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bool needs_clear = false;
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