Merge branch 'master' into outdoors-style

Conflicts:
	bin/style.js
This commit is contained in:
Konstantin Käfer
2014-05-20 12:12:40 +02:00
5 changed files with 183 additions and 18 deletions

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@@ -39,7 +39,7 @@ const shader_source llmr::shaders[SHADER_COUNT] = {
"#version 120\nuniform sampler2D u_image;\nuniform float u_opacity;\nvarying vec2 v_pos;\nvoid main ()\n{\n gl_FragColor = (texture2D (u_image, v_pos) * u_opacity);\n}\n\n",
},
{
"#version 120\nattribute vec2 a_pos;\nattribute vec2 a_offset;\nattribute vec4 a_data1;\nattribute vec4 a_data2;\nuniform mat4 u_matrix;\nuniform mat4 u_exmatrix;\nuniform float u_angle;\nuniform float u_zoom;\nuniform float u_flip;\nuniform float u_fadedist;\nuniform float u_minfadezoom;\nuniform float u_maxfadezoom;\nuniform float u_fadezoom;\nuniform vec2 u_texsize;\nvarying vec2 v_tex;\nvarying float v_alpha;\nvoid main ()\n{\n float rev_1;\n rev_1 = 0.0;\n float tmpvar_2;\n tmpvar_2 = (float(mod ((a_data1.w + u_angle), 256.0)));\n if ((((u_flip > 0.0) && (tmpvar_2 >= 64.0)) && (tmpvar_2 < 192.0))) {\n rev_1 = 1.0;\n };\n float tmpvar_3;\n tmpvar_3 = (((2.0 - \n float((u_zoom >= a_data2.x))\n ) - (1.0 - \n float((u_zoom >= a_data2.y))\n )) + rev_1);\n float tmpvar_4;\n tmpvar_4 = clamp (((u_fadezoom - a_data1.z) / u_fadedist), 0.0, 1.0);\n if ((u_fadedist >= 0.0)) {\n v_alpha = tmpvar_4;\n } else {\n v_alpha = (1.0 - tmpvar_4);\n };\n if ((u_maxfadezoom < a_data1.z)) {\n v_alpha = 0.0;\n };\n if ((u_minfadezoom >= a_data1.z)) {\n v_alpha = 1.0;\n };\n vec4 tmpvar_5;\n tmpvar_5.zw = vec2(0.0, 1.0);\n tmpvar_5.xy = a_pos;\n vec4 tmpvar_6;\n tmpvar_6.w = 0.0;\n tmpvar_6.xy = (a_offset / 64.0);\n tmpvar_6.z = ((tmpvar_3 + float(\n (0.0 >= v_alpha)\n )) + ((1.0 - \n float((u_angle >= a_data2.z))\n ) * float(\n (u_angle >= a_data2.w)\n )));\n gl_Position = ((u_matrix * tmpvar_5) + (u_exmatrix * tmpvar_6));\n v_tex = ((a_data1.xy * 4.0) / u_texsize);\n}\n\n",
"#version 120\nattribute vec2 a_pos;\nattribute vec2 a_offset;\nattribute vec4 a_data1;\nattribute vec4 a_data2;\nuniform mat4 u_matrix;\nuniform mat4 u_exmatrix;\nuniform float u_angle;\nuniform float u_zoom;\nuniform float u_flip;\nuniform float u_fadedist;\nuniform float u_minfadezoom;\nuniform float u_maxfadezoom;\nuniform float u_fadezoom;\nuniform vec2 u_texsize;\nvarying vec2 v_tex;\nvarying float v_alpha;\nvoid main ()\n{\n float rev_1;\n rev_1 = 0.0;\n float tmpvar_2;\n tmpvar_2 = (float(mod ((a_data1.w + u_angle), 256.0)));\n if ((((u_flip > 0.0) && (tmpvar_2 >= 64.0)) && (tmpvar_2 < 192.0))) {\n rev_1 = 1.0;\n };\n float tmpvar_3;\n tmpvar_3 = (((2.0 - \n float((u_zoom >= a_data2.x))\n ) - (1.0 - \n float((u_zoom >= a_data2.y))\n )) + rev_1);\n float tmpvar_4;\n tmpvar_4 = clamp (((u_fadezoom - a_data1.z) / u_fadedist), 0.0, 1.0);\n if ((u_fadedist >= 0.0)) {\n v_alpha = tmpvar_4;\n } else {\n v_alpha = (1.0 - tmpvar_4);\n };\n if ((u_maxfadezoom < a_data1.z)) {\n v_alpha = 0.0;\n };\n if ((u_minfadezoom >= a_data1.z)) {\n v_alpha = 1.0;\n };\n vec4 tmpvar_5;\n tmpvar_5.zw = vec2(0.0, 1.0);\n tmpvar_5.xy = a_pos;\n vec4 tmpvar_6;\n tmpvar_6.w = 0.0;\n tmpvar_6.xy = (a_offset / 64.0);\n tmpvar_6.z = ((tmpvar_3 + float(\n (0.0 >= v_alpha)\n )) + (float(\n (u_angle >= a_data2.z)\n ) * (1.0 - \n float((u_angle >= a_data2.w))\n )));\n gl_Position = ((u_matrix * tmpvar_5) + (u_exmatrix * tmpvar_6));\n v_tex = ((a_data1.xy * 4.0) / u_texsize);\n}\n\n",
"#version 120\nuniform sampler2D u_texture;\nuniform vec4 u_color;\nuniform float u_buffer;\nuniform float u_gamma;\nvarying vec2 v_tex;\nvarying float v_alpha;\nvoid main ()\n{\n float edge0_1;\n edge0_1 = (u_buffer - u_gamma);\n float tmpvar_2;\n tmpvar_2 = clamp (((texture2D (u_texture, v_tex).w - edge0_1) / (\n (u_buffer + u_gamma)\n - edge0_1)), 0.0, 1.0);\n gl_FragColor = (u_color * ((tmpvar_2 * \n (tmpvar_2 * (3.0 - (2.0 * tmpvar_2)))\n ) * v_alpha));\n}\n\n",
}
};

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@@ -39,7 +39,7 @@ const shader_source llmr::shaders[SHADER_COUNT] = {
"precision highp float;\nuniform sampler2D u_image;\nuniform float u_opacity;\nvarying vec2 v_pos;\nvoid main ()\n{\n lowp vec4 tmpvar_1;\n tmpvar_1 = (texture2D (u_image, v_pos) * u_opacity);\n gl_FragColor = tmpvar_1;\n}\n\n",
},
{
"precision highp float;\nattribute vec2 a_pos;\nattribute vec2 a_offset;\nattribute vec4 a_data1;\nattribute vec4 a_data2;\nuniform mat4 u_matrix;\nuniform mat4 u_exmatrix;\nuniform float u_angle;\nuniform float u_zoom;\nuniform float u_flip;\nuniform float u_fadedist;\nuniform float u_minfadezoom;\nuniform float u_maxfadezoom;\nuniform float u_fadezoom;\nuniform vec2 u_texsize;\nvarying vec2 v_tex;\nvarying float v_alpha;\nvoid main ()\n{\n float rev_1;\n rev_1 = 0.0;\n float tmpvar_2;\n tmpvar_2 = (float(mod ((a_data1.w + u_angle), 256.0)));\n if ((((u_flip > 0.0) && (tmpvar_2 >= 64.0)) && (tmpvar_2 < 192.0))) {\n rev_1 = 1.0;\n };\n float tmpvar_3;\n tmpvar_3 = (((2.0 - \n float((u_zoom >= a_data2.x))\n ) - (1.0 - \n float((u_zoom >= a_data2.y))\n )) + rev_1);\n float tmpvar_4;\n tmpvar_4 = clamp (((u_fadezoom - a_data1.z) / u_fadedist), 0.0, 1.0);\n if ((u_fadedist >= 0.0)) {\n v_alpha = tmpvar_4;\n } else {\n v_alpha = (1.0 - tmpvar_4);\n };\n if ((u_maxfadezoom < a_data1.z)) {\n v_alpha = 0.0;\n };\n if ((u_minfadezoom >= a_data1.z)) {\n v_alpha = 1.0;\n };\n vec4 tmpvar_5;\n tmpvar_5.zw = vec2(0.0, 1.0);\n tmpvar_5.xy = a_pos;\n vec4 tmpvar_6;\n tmpvar_6.w = 0.0;\n tmpvar_6.xy = (a_offset / 64.0);\n tmpvar_6.z = ((tmpvar_3 + float(\n (0.0 >= v_alpha)\n )) + ((1.0 - \n float((u_angle >= a_data2.z))\n ) * float(\n (u_angle >= a_data2.w)\n )));\n gl_Position = ((u_matrix * tmpvar_5) + (u_exmatrix * tmpvar_6));\n v_tex = ((a_data1.xy * 4.0) / u_texsize);\n}\n\n",
"precision highp float;\nattribute vec2 a_pos;\nattribute vec2 a_offset;\nattribute vec4 a_data1;\nattribute vec4 a_data2;\nuniform mat4 u_matrix;\nuniform mat4 u_exmatrix;\nuniform float u_angle;\nuniform float u_zoom;\nuniform float u_flip;\nuniform float u_fadedist;\nuniform float u_minfadezoom;\nuniform float u_maxfadezoom;\nuniform float u_fadezoom;\nuniform vec2 u_texsize;\nvarying vec2 v_tex;\nvarying float v_alpha;\nvoid main ()\n{\n float rev_1;\n rev_1 = 0.0;\n float tmpvar_2;\n tmpvar_2 = (float(mod ((a_data1.w + u_angle), 256.0)));\n if ((((u_flip > 0.0) && (tmpvar_2 >= 64.0)) && (tmpvar_2 < 192.0))) {\n rev_1 = 1.0;\n };\n float tmpvar_3;\n tmpvar_3 = (((2.0 - \n float((u_zoom >= a_data2.x))\n ) - (1.0 - \n float((u_zoom >= a_data2.y))\n )) + rev_1);\n float tmpvar_4;\n tmpvar_4 = clamp (((u_fadezoom - a_data1.z) / u_fadedist), 0.0, 1.0);\n if ((u_fadedist >= 0.0)) {\n v_alpha = tmpvar_4;\n } else {\n v_alpha = (1.0 - tmpvar_4);\n };\n if ((u_maxfadezoom < a_data1.z)) {\n v_alpha = 0.0;\n };\n if ((u_minfadezoom >= a_data1.z)) {\n v_alpha = 1.0;\n };\n vec4 tmpvar_5;\n tmpvar_5.zw = vec2(0.0, 1.0);\n tmpvar_5.xy = a_pos;\n vec4 tmpvar_6;\n tmpvar_6.w = 0.0;\n tmpvar_6.xy = (a_offset / 64.0);\n tmpvar_6.z = ((tmpvar_3 + float(\n (0.0 >= v_alpha)\n )) + (float(\n (u_angle >= a_data2.z)\n ) * (1.0 - \n float((u_angle >= a_data2.w))\n )));\n gl_Position = ((u_matrix * tmpvar_5) + (u_exmatrix * tmpvar_6));\n v_tex = ((a_data1.xy * 4.0) / u_texsize);\n}\n\n",
"precision highp float;\nuniform sampler2D u_texture;\nuniform vec4 u_color;\nuniform float u_buffer;\nuniform float u_gamma;\nvarying vec2 v_tex;\nvarying float v_alpha;\nvoid main ()\n{\n float edge0_1;\n edge0_1 = (u_buffer - u_gamma);\n lowp float tmpvar_2;\n tmpvar_2 = clamp (((texture2D (u_texture, v_tex).w - edge0_1) / (\n (u_buffer + u_gamma)\n - edge0_1)), 0.0, 1.0);\n lowp vec4 tmpvar_3;\n tmpvar_3 = (u_color * ((tmpvar_2 * \n (tmpvar_2 * (3.0 - (2.0 * tmpvar_2)))\n ) * v_alpha));\n gl_FragColor = tmpvar_3;\n}\n\n",
}
};

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@@ -13,27 +13,21 @@ float functions::null(float, const std::vector<float>&) {
}
float functions::constant(float, const std::vector<float>& values) {
assert(values.size() == 1);
return values.front();
return values.size() >= 1 ? values.front() : 0.0f;
}
float functions::min(float z, const std::vector<float>& values) {
assert(values.size() == 1);
return z >= values.front();
return values.size() >= 1 && z >= values.front();
}
float functions::max(float z, const std::vector<float>& values) {
assert(values.size() == 1);
return z <= values.front();
return values.size() >= 1 && z <= values.front();
}
float functions::stops(float z, const std::vector<float>& stops) {
// We need an even number of stop values.
if (stops.size() % 2 != 0) return 0;
// Accounts for us rendering tiles at another size, so our zoom levels are shifted appropriately.
z += util::tileSize / 256.0f;
bool smaller = false;
float smaller_z, smaller_val;
bool larger = false;
@@ -53,13 +47,10 @@ float functions::stops(float z, const std::vector<float>& stops) {
if (smaller_val == 0) return factor * larger_val;
// Exponential interpolation between the values
return smaller_val * std::pow(larger_val / smaller_val, factor);
} else if (larger || smaller) {
// Do not draw a line.
return -std::numeric_limits<float>::infinity();
// Exponential extrapolation of the smaller or larger value
//var edge = larger || smaller;
//return Math.pow(2, z) * (edge.val / Math.pow(2, edge.z));
} else if (larger) {
return larger_val;
} else if (smaller) {
return smaller_val;
} else {
// No stop defined.
return 1;

157
test/functions.cpp Normal file
View File

@@ -0,0 +1,157 @@
#include <iostream>
#include "gtest/gtest.h"
#include <llmr/style/properties.hpp>
using namespace llmr;
TEST(Function, Null) {
EXPECT_EQ(0.0f, llmr::functions::null(0, { }));
EXPECT_EQ(0.0f, llmr::functions::null(0, { 3 }));
EXPECT_EQ(0.0f, llmr::functions::null(0, { 3, 4 }));
EXPECT_EQ(0.0f, llmr::functions::null(4, { }));
EXPECT_EQ(0.0f, llmr::functions::null(4, { 3 }));
EXPECT_EQ(0.0f, llmr::functions::null(4, { 3, 4 }));
EXPECT_EQ(0.0f, llmr::functions::null(22, { }));
EXPECT_EQ(0.0f, llmr::functions::null(22, { 3 }));
EXPECT_EQ(0.0f, llmr::functions::null(22, { 3, 4 }));
}
TEST(Function, Constant) {
EXPECT_EQ(2.0f, llmr::functions::constant(0, { 2 }));
EXPECT_EQ(3.8f, llmr::functions::constant(0, { 3.8 }));
EXPECT_EQ(22.0f, llmr::functions::constant(0, { 22 }));
EXPECT_EQ(2.0f, llmr::functions::constant(4, { 2 }));
EXPECT_EQ(3.8f, llmr::functions::constant(4, { 3.8 }));
EXPECT_EQ(22.0f, llmr::functions::constant(4, { 22 }));
EXPECT_EQ(2.0f, llmr::functions::constant(22, { 2 }));
EXPECT_EQ(3.8f, llmr::functions::constant(22, { 3.8 }));
EXPECT_EQ(22.0f, llmr::functions::constant(22, { 22 }));
EXPECT_EQ(0.0f, llmr::functions::constant(0, { }));
EXPECT_EQ(0.0f, llmr::functions::constant(4, { }));
EXPECT_EQ(0.0f, llmr::functions::constant(22, { }));
EXPECT_EQ(4.0f, llmr::functions::constant(0, { 4.0f, 63.2f }));
EXPECT_EQ(4.0f, llmr::functions::constant(4, { 4.0f, 63.2f }));
EXPECT_EQ(4.0f, llmr::functions::constant(22, { 4.0f, 63.2f }));
}
TEST(Function, Min) {
EXPECT_EQ(0, llmr::functions::min(0, { 2 }));
EXPECT_EQ(0, llmr::functions::min(1.98, { 2 }));
EXPECT_EQ(1, llmr::functions::min(2, { 2 }));
EXPECT_EQ(1, llmr::functions::min(22, { 2 }));
EXPECT_EQ(0, llmr::functions::min(0, { }));
EXPECT_EQ(0, llmr::functions::min(1.98, { }));
EXPECT_EQ(0, llmr::functions::min(2, { }));
EXPECT_EQ(0, llmr::functions::min(22, { }));
EXPECT_EQ(0, llmr::functions::min(0, { 2, 8, 13 }));
EXPECT_EQ(0, llmr::functions::min(1.98, { 2, 8, 13 }));
EXPECT_EQ(1, llmr::functions::min(2, { 2, 8, 13 }));
EXPECT_EQ(1, llmr::functions::min(22, { 2, 8, 13 }));
}
TEST(Function, Max) {
EXPECT_EQ(1, llmr::functions::max(0, { 2 }));
EXPECT_EQ(1, llmr::functions::max(2, { 2 }));
EXPECT_EQ(0, llmr::functions::max(2.01, { 2 }));
EXPECT_EQ(0, llmr::functions::max(22, { 2 }));
EXPECT_EQ(0, llmr::functions::max(0, { }));
EXPECT_EQ(0, llmr::functions::max(2, { }));
EXPECT_EQ(0, llmr::functions::max(2.01, { }));
EXPECT_EQ(0, llmr::functions::max(22, { }));
EXPECT_EQ(1, llmr::functions::max(0, { 2, 8, 13 }));
EXPECT_EQ(1, llmr::functions::max(2, { 2, 8, 13 }));
EXPECT_EQ(0, llmr::functions::max(2.01, { 2, 8, 13 }));
EXPECT_EQ(0, llmr::functions::max(22, { 2, 8, 13 }));
}
TEST(Function, Stops) {
// Explicit constant slope in fringe regions.
std::vector<float> slope_1 = { 0, 1.5, /**/ 6, 1.5, /**/ 8, 3, /**/ 22, 3 };
EXPECT_EQ(1.5, llmr::functions::stops(0, slope_1));
EXPECT_EQ(1.5, llmr::functions::stops(4, slope_1));
EXPECT_EQ(1.5, llmr::functions::stops(6, slope_1));
ASSERT_FLOAT_EQ(2.12132, llmr::functions::stops(7, slope_1));
EXPECT_EQ(3.0, llmr::functions::stops(8, slope_1));
EXPECT_EQ(3.0, llmr::functions::stops(9, slope_1));
EXPECT_EQ(3.0, llmr::functions::stops(15, slope_1));
EXPECT_EQ(3.0, llmr::functions::stops(22, slope_1));
// Test constant values in fringe regions.
std::vector<float> slope_2 = { 6, 1.5, /**/ 8, 3 };
EXPECT_EQ(1.5, llmr::functions::stops(0, slope_2));
EXPECT_EQ(1.5, llmr::functions::stops(4, slope_2));
EXPECT_EQ(1.5, llmr::functions::stops(6, slope_2));
ASSERT_FLOAT_EQ(2.12132, llmr::functions::stops(7, slope_2));
EXPECT_EQ(3.0, llmr::functions::stops(8, slope_2));
EXPECT_EQ(3.0, llmr::functions::stops(9, slope_2));
EXPECT_EQ(3.0, llmr::functions::stops(15, slope_2));
EXPECT_EQ(3.0, llmr::functions::stops(22, slope_2));
// Test uneven number of values.
std::vector<float> slope_3 = { 6, 1.5, 8 };
EXPECT_EQ(0, llmr::functions::stops(2, slope_3));
EXPECT_EQ(0, llmr::functions::stops(6, slope_3));
EXPECT_EQ(0, llmr::functions::stops(12, slope_3));
// Test no values.
std::vector<float> slope_4 = { };
EXPECT_EQ(1, llmr::functions::stops(2, slope_4));
EXPECT_EQ(1, llmr::functions::stops(6, slope_4));
EXPECT_EQ(1, llmr::functions::stops(12, slope_4));
}
TEST(Function, Linear) {
std::vector<float> slope_1 = { /* z_base */ 4, /* val */ 7.5, /* slope */ 2, /* min */ 7.5, /* max */ 20 };
ASSERT_FLOAT_EQ(7.5, llmr::functions::linear(3, slope_1));
ASSERT_FLOAT_EQ(7.5, llmr::functions::linear(4, slope_1));
ASSERT_FLOAT_EQ(8.5, llmr::functions::linear(4.5, slope_1));
ASSERT_FLOAT_EQ(9.5, llmr::functions::linear(5, slope_1));
ASSERT_FLOAT_EQ(11.5, llmr::functions::linear(6, slope_1));
ASSERT_FLOAT_EQ(19.5, llmr::functions::linear(10, slope_1));
ASSERT_FLOAT_EQ(20, llmr::functions::linear(11, slope_1));
ASSERT_FLOAT_EQ(20, llmr::functions::linear(20, slope_1));
// Invalid number of arguments ==> 0
std::vector<float> slope_2 = { };
ASSERT_FLOAT_EQ(0, llmr::functions::linear(3, slope_2));
ASSERT_FLOAT_EQ(0, llmr::functions::linear(8, slope_2));
ASSERT_FLOAT_EQ(0, llmr::functions::linear(10, slope_2));
}
TEST(Function, Exponential) {
std::vector<float> slope_1 = { /* z_base */ 4, /* val */ 7.5, /* slope */ 2, /* min */ 7.5, /* max */ 20 };
ASSERT_FLOAT_EQ(8.6428576, llmr::functions::exponential(3, slope_1)); // 7.5 + 1.75^(3 - 4) * 2
ASSERT_FLOAT_EQ(9.5, llmr::functions::exponential(4, slope_1)); // 7.5 + 1.75^(4 - 4) * 2
ASSERT_FLOAT_EQ(10.145751, llmr::functions::exponential(4.5, slope_1)); // 7.5 + 1.75^(4.5 - 4) * 2
ASSERT_FLOAT_EQ(11, llmr::functions::exponential(5, slope_1)); // 7.5 + 1.75^(5 - 4) * 2
ASSERT_FLOAT_EQ(13.625, llmr::functions::exponential(6, slope_1)); // 7.5 + 1.75^(6 - 4) * 2
ASSERT_FLOAT_EQ(18.21875, llmr::functions::exponential(7, slope_1)); // 7.5 + 1.75^(7 - 4) * 2
ASSERT_FLOAT_EQ(20, llmr::functions::exponential(8, slope_1)); // 7.5 + 1.75^(8 - 4) * 2 ==> clamped to 20
ASSERT_FLOAT_EQ(20, llmr::functions::exponential(20, slope_1)); // 7.5 + 1.75^(20 - 4) * 2 ==> clamped to 20
// Invalid number of arguments ==> 0
std::vector<float> slope_2 = { };
ASSERT_FLOAT_EQ(0, llmr::functions::exponential(3, slope_2));
ASSERT_FLOAT_EQ(0, llmr::functions::exponential(8, slope_2));
ASSERT_FLOAT_EQ(0, llmr::functions::exponential(10, slope_2));
}

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@@ -112,6 +112,22 @@
"../llmr.gyp:llmr-x86"
]
},
{
"target_name": "functions",
"product_name": "test_functions",
"type": "executable",
"libraries": [
"-lpthread",
],
"sources": [
"./main.cpp",
"./functions.cpp",
],
"dependencies": [
"../deps/gtest/gtest.gyp:gtest",
"../llmr.gyp:llmr-x86"
]
},
{
"target_name": "headless",
"product_name": "test_headless",
@@ -140,6 +156,7 @@
"clip_ids",
"variant",
"tile",
"functions",
],
}
]