Commit Graph

16 Commits

Author SHA1 Message Date
John Firebaugh
9f2f7ddd12 [core] Check in generated shader code
One step toward eliminating the node/npm dependency for platforms other than node.
2017-02-07 11:27:36 -06:00
John Firebaugh
141e995806 [core] Add support for data-driven styling 2017-02-02 09:44:42 -08:00
Konstantin Käfer
62ea1f2185 [core] remove trailing whitespace, add trailing newlines, add space after // 2017-01-27 11:44:16 +01:00
Konstantin Käfer
a37ae27aed [core] fix rendering 180° line joins 2017-01-23 17:02:40 +01:00
John Firebaugh
65c28deefe [core] Update gl-js for shader change 2016-12-23 10:49:51 -08:00
Ansis Brammanis
29099399a9 [core] clearer pitched line antialiasing
ported from -js: ef5582dd3bc5c15a3112e875ed66494dab8e9d0b

Project the extrusion and compare it's projected pixel length with the
actual pixel length and adjust antialiasing accordingly.

The previous approach calculated the adjustment much more indirectly and
had no intuitive explanation.
2016-12-21 15:46:36 -08:00
Ansis Brammanis
38b5cb0c77 [core, ios] replace altitude with fov
ported from -js: eb6c6596c6a7a61363d30356674e0002153b1d19

`altitude` was a terribly-named variable that was used to indirectly
control the fov. This should eliminate some confusion.

`altitude` was equivalent to `cameraToCenterDistance / height`
2016-12-21 15:46:36 -08:00
Ansis Brammanis
ebd241363d [core] fix text blurriness at different FOVs
ported from -js: c52a09639ceeeb809cd837360993df9c45b45420

This replaces a hardcoded shader approximation with a more correct,
FOV-dependent one.

`gl_Position.w - 0.5`
is replaced with
`gl_Position.w / tan(fov)`

The `/ tan(fov)` is handled by multiplying `1 / tan(fov)` into `u_gamma`
outside the shader.

I think `- 0.5` was just chosen as something that looked right for the
default fov.lease enter the commit message for your changes. Lines starting
2016-12-21 15:46:36 -08:00
John Firebaugh
3b2a4216a2 [core] Implement circle-stroke properties
Also includes stubs for fill-extrusion layer, because most of the code was auto-generated.
2016-12-09 09:35:21 -08:00
John Firebaugh
cc6e5c9df9 [core] Move CrossFadedPropertyEvaluator to its own file 2016-12-06 15:05:45 -08:00
Aki Koskinen
5e79077491 Always use a dot as a decimal point in string, independent of locale
std::to_string() potentially uses a decimal point character different
than a dot (.), depending on the environment's locale. But since this
generated string will be part of GLSL code, there needs to be a dot and
nothing else.
2016-11-29 16:54:28 -02:00
John Firebaugh
38fcbe21d4 [core] Convert style properties to a tuple-based approach
This converts the style property classes (CirclePaintProperties and so on) to the same tuple-based approach as gl::Attribute and gl::Uniform. The approach is outlined in https://github.com/mapbox/cpp/blob/master/C%2B%2B%20Structural%20Metaprogramming.md.

The main advantage of this approach is it allows writing algorithms that work on sets of style properties, without resorting to code generation or manually repetitive code. This lets us iterate on approaches to data-driven properties more easily.

Another advantage is that the cascading, unevaluated, and evaluated states of a set of properties exist as independent structures, instead of individual properties holding their own state. This is a more functional approach that makes data flow clearer and reduces state.
2016-11-17 15:13:38 -08:00
Molly Lloyd
3380f0803a [core] update native for line property function shaders changes (#6658)
* [core] update shaders for line property functions

update deps, define device pixel ratio for all shaders

[core] create ShaderParameter struct to store pixel ratio and overdraw param

repair rebase errs

update shaders to include pixel ratio

make sure collision_box never overdraws

update test suite, move shaders to Painter::render so the correct pixel ratio is applied

move shader compiling back to the Painter constructor

rebase from shader --> program refactor

re-factor parameters for collisionBox and debug programs

remove unused vars from line-program, move blur math to shader

update core files

remove unecessary files

update shaders PR, remove comments

bump test suite sha

fix formatting, incorporate feedback

refactor program.hpp

* [core] remove line transformations that were moved to the shaders, bump shader sha

* [core] shorten ProgramParameter instantiation

* [core] bump shader+test suite shas
2016-11-16 17:34:33 -08:00
John Firebaugh
377d0fb0d2 [core] Introduce SegmentVector 2016-11-15 13:55:08 -08:00
John Firebaugh
1db2ffbc1b [core] Use gl::Program to resolve some rough edges in the GL binding types
* Extract `ignore` util to separate header.
* `Segment` now tracks offset and length of indices, rather than primitives. This is more natural.
* Introduce `VertexVector` and `IndexVector` types. These types carry information about the intended draw mode (`Triangles`, `LineStrip`, etc.), and ensure that elements are always appended in a group size appropriate for that draw mode, for both indexed and unindexed rendering.
* `Program`, rather than `Drawable`, is now the unifying object for draw calls. `Program` is the best place to type check the draw call, because it is typed to carry information about the intended primitive, vertex type, attributes, and uniforms.
* Use the debug shaders for debug tile rendering, like gl-js.
* Fix the draw mode for background. It was drawing triangle strips with a triangles array. Surprised this didn’t cause issues. Now it’s type checked.
2016-11-08 08:09:29 -08:00
John Firebaugh
66bdbc3b96 [core] Introduce gl::Program template 2016-11-08 08:09:29 -08:00