squashed stylequest merge
* uses OSM Bright style * adds dot shader * adds layer translation * adds dashed line support * adds style array parsing * improves background layer parsing * improves style constant parsing * fixes sprite JSON pixel ratio parsing
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@@ -48,6 +48,7 @@ void Painter::setup() {
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assert(patternShader);
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assert(rasterShader);
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assert(textShader);
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assert(dotShader);
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// Blending
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@@ -76,6 +77,7 @@ void Painter::setupShaders() {
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pointShader = std::make_unique<PointShader>();
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rasterShader = std::make_unique<RasterShader>();
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textShader = std::make_unique<TextShader>();
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dotShader = std::make_unique<DotShader>();
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}
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void Painter::resize() {
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@@ -255,6 +257,20 @@ void Painter::renderLayer(const std::shared_ptr<TileData>& tile_data, const Laye
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}
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}
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void Painter::translateLayer(std::array<float, 2> translation, bool reverse) {
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if (translation[0] || translation[1]) {
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if (reverse) {
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translation[0] *= -1;
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translation[1] *= -1;
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}
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matrix::translate(matrix,
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matrix,
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translation[0] / map.getState().getPixelRatio(),
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translation[1] / map.getState().getPixelRatio(),
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0);
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}
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}
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void Painter::renderRaster(const std::string& layer_name, const std::shared_ptr<TileData>& tile_data) {
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if (pass == Opaque) return;
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@@ -308,6 +324,8 @@ void Painter::renderFill(FillBucket& bucket, const std::string& layer_name, cons
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stroke_color = fill_color;
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}
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translateLayer(properties.translate);
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gl::group group(layer_name + " (fill)");
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// Because we're drawing top-to-bottom, and we update the stencil mask
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// below, we have to draw the outline first (!)
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@@ -410,6 +428,8 @@ void Painter::renderFill(FillBucket& bucket, const std::string& layer_name, cons
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glDepthRange(strata + strata_epsilon, 1.0f);
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bucket.drawVertices(*outlineShader);
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}
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translateLayer(properties.translate, true);
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}
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void Painter::renderLine(LineBucket& bucket, const std::string& layer_name, const Tile::ID& /*id*/) {
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@@ -438,6 +458,10 @@ void Painter::renderLine(LineBucket& bucket, const std::string& layer_name, cons
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color[2] *= properties.opacity;
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color[3] *= properties.opacity;
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float dash_length = properties.dash_array[0];
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float dash_gap = properties.dash_array[1];
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translateLayer(properties.translate);
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gl::group group(layer_name + " (line)");
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glDepthRange(strata, 1.0f);
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@@ -486,16 +510,14 @@ void Painter::renderLine(LineBucket& bucket, const std::string& layer_name, cons
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useProgram(lineShader->program);
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lineShader->setMatrix(matrix);
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lineShader->setExtrudeMatrix(extrudeMatrix);
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// TODO: Move this to transform?
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const float tilePixelRatio = map.getState().getScale() / (1 << map.getState().getIntegerZoom()) / 8;
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lineShader->setDashArray({{ 1, -1 }});
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lineShader->setDashArray({{ dash_length, dash_gap }});
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lineShader->setLineWidth({{ outset, inset }});
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lineShader->setRatio(tilePixelRatio);
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lineShader->setRatio(map.getState().getPixelRatio());
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lineShader->setColor(color);
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bucket.drawLines(*lineShader);
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}
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translateLayer(properties.translate, true);
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}
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void Painter::renderPoint(PointBucket& bucket, const std::string& layer_name, const Tile::ID& /*id&*/) {
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@@ -510,8 +532,7 @@ void Painter::renderPoint(PointBucket& bucket, const std::string& layer_name, co
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const PointProperties& properties = point_properties_it->second;
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if (!properties.enabled) return;
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auto &sprite = map.getStyle().sprite;
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if (!sprite || !sprite->isLoaded()) return;
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translateLayer(properties.translate);
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gl::group group(layer_name + " (point)");
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@@ -521,32 +542,58 @@ void Painter::renderPoint(PointBucket& bucket, const std::string& layer_name, co
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color[2] *= properties.opacity;
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color[3] *= properties.opacity;
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std::string sized_image = properties.image;
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sized_image.append("-");
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sized_image.append(std::to_string(static_cast<int>(std::round(properties.size))));
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auto &sprite = map.getStyle().sprite;
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ImagePosition imagePos;
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ImagePosition imagePos = sprite->getPosition(sized_image, false);
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// fprintf(stderr, "%f/%f => %f/%f\n", imagePos.tl.x, imagePos.tl.y, imagePos.br.x, imagePos.br.y);
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useProgram(pointShader->program);
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pointShader->setMatrix(matrix);
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pointShader->setImage(0);
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pointShader->setColor(color);
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const float pointSize = properties.size * 1.4142135623730951 * map.getState().getPixelRatio();
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#if defined(GL_ES_VERSION_2_0)
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pointShader->setSize(pointSize);
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#else
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glPointSize(pointSize);
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glEnable(GL_POINT_SPRITE);
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#endif
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pointShader->setPointTopLeft({{ imagePos.tl.x, imagePos.tl.y }});
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pointShader->setPointBottomRight({{ imagePos.br.x, imagePos.br.y }});
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if (sprite->raster->isLoaded()) {
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sprite->raster->bind(map.getState().isChanging());
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if (properties.image.length() && sprite && sprite->isLoaded()) {
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std::string sized_image = properties.image;
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if (properties.size) {
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sized_image.append("-");
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sized_image.append(std::to_string(static_cast<int>(std::round(properties.size))));
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}
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imagePos = sprite->getPosition(sized_image, false);
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}
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glDepthRange(strata, 1.0f);
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bucket.drawPoints(*pointShader);
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if (!imagePos.size) {
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useProgram(dotShader->program);
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dotShader->setMatrix(matrix);
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dotShader->setColor(color);
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const float pointSize = (properties.radius ? properties.radius * 2 : 8) * map.getState().getPixelRatio();
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#if defined(GL_ES_VERSION_2_0)
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dotShader->setSize(pointSize);
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#else
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glPointSize(pointSize);
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glEnable(GL_POINT_SPRITE);
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#endif
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dotShader->setBlur((properties.blur ? properties.blur : 1.5) / pointSize);
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glDepthRange(strata, 1.0f);
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bucket.drawPoints(*dotShader);
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} else {
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useProgram(pointShader->program);
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pointShader->setMatrix(matrix);
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pointShader->setColor(color);
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pointShader->setImage(0);
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pointShader->setPointTopLeft({{ imagePos.tl.x, imagePos.tl.y }});
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pointShader->setPointBottomRight({{ imagePos.br.x, imagePos.br.y }});
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sprite->raster->bind(map.getState().isChanging());
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const float pointSize = (properties.size ? properties.size : (imagePos.size.x / map.getState().getPixelRatio())) * 1.4142135623730951 * map.getState().getPixelRatio();
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#if defined(GL_ES_VERSION_2_0)
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pointShader->setSize(pointSize);
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#else
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glPointSize(pointSize);
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glEnable(GL_POINT_SPRITE);
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#endif
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glDepthRange(strata, 1.0f);
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bucket.drawPoints(*pointShader);
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}
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translateLayer(properties.translate, true);
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}
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void Painter::renderText(TextBucket& bucket, const std::string& layer_name, const Tile::ID& /*id*/) {
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@@ -561,6 +608,8 @@ void Painter::renderText(TextBucket& bucket, const std::string& layer_name, cons
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const TextProperties& properties = text_properties_it->second;
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if (!properties.enabled) return;
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translateLayer(properties.translate);
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gl::group group(layer_name + " (text)");
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mat4 exMatrix;
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@@ -654,6 +703,8 @@ void Painter::renderText(TextBucket& bucket, const std::string& layer_name, cons
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textShader->setBuffer((256.0f - 64.0f) / 256.0f);
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glDepthRange(strata + strata_epsilon, 1.0f);
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bucket.drawGlyphs(*textShader);
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translateLayer(properties.translate, true);
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}
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void Painter::renderDebug(const TileData::Ptr& tile_data) {
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