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author | Konstantin Käfer <mail@kkaefer.com> | 2014-02-06 15:29:23 +0100 |
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committer | Konstantin Käfer <mail@kkaefer.com> | 2014-02-06 15:29:23 +0100 |
commit | 9553bfa159f2a19aed1bea035bc01aa4f0de9906 (patch) | |
tree | 7bb544a31d0e37cb608d7a3b778579b9316512d4 /src | |
parent | f756768c18527c27242c65bd5fb20733c12a1708 (diff) | |
download | qtlocation-mapboxgl-9553bfa159f2a19aed1bea035bc01aa4f0de9906.tar.gz |
revert back to 32767
Diffstat (limited to 'src')
-rw-r--r-- | src/geometry/fill_buffer.cpp | 2 | ||||
-rw-r--r-- | src/shader/line.vertex.glsl | 2 | ||||
-rw-r--r-- | src/shader/shaders.cpp | 2 | ||||
-rw-r--r-- | src/style/sprite.cpp | 1 |
4 files changed, 4 insertions, 3 deletions
diff --git a/src/geometry/fill_buffer.cpp b/src/geometry/fill_buffer.cpp index ba6cfcb409..a90664238d 100644 --- a/src/geometry/fill_buffer.cpp +++ b/src/geometry/fill_buffer.cpp @@ -34,7 +34,7 @@ uint32_t FillBuffer::elements_length() const { } void FillBuffer::addDegenerate() { - vertices.push_back(std::numeric_limits<vertex_type>::max()); + vertices.push_back(32767); vertices.push_back(0); } diff --git a/src/shader/line.vertex.glsl b/src/shader/line.vertex.glsl index b7cb2fed46..8520930b47 100644 --- a/src/shader/line.vertex.glsl +++ b/src/shader/line.vertex.glsl @@ -45,7 +45,7 @@ void main() { // If the x coordinate is the maximum integer, we move the z coordinates out // of the view plane so that the triangle gets clipped. This makes it easier // for us to create degenerate triangle strips. - float z = step(32767.0, a_pos.x); + float z = step(32767.0, a_pos.x) * 2.0; // When drawing points, skip every other vertex z += u_point * step(1.0, v_normal.y); diff --git a/src/shader/shaders.cpp b/src/shader/shaders.cpp index 94d1759fe5..59fc34839e 100644 --- a/src/shader/shaders.cpp +++ b/src/shader/shaders.cpp @@ -5,7 +5,7 @@ using namespace llmr; const shader_source llmr::shaders[SHADER_COUNT] = { { - "// these are the shaders for rendering antialiased lines\n\n// floor(127 / 2) == 63.0\n// the maximum allowed miter limit is 2.0 at the moment. the extrude normal is\n// stored in a byte (-128..127). we scale regular normals up to length 63, but\n// there are also \"special\" normals that have a bigger length (of up to 126 in\n// this case).\n#define scale 63.0\n\nattribute vec2 a_pos;\nattribute vec2 a_extrude;\nattribute float a_linesofar;\n\n// matrix is for the vertex position, exmatrix is for rotating and projecting\n// the extrusion vector.\nuniform mat4 u_matrix;\nuniform mat4 u_exmatrix;\n\n\nuniform float u_debug;\n\n// shared\nuniform float u_ratio;\nuniform vec2 u_linewidth;\nuniform vec4 u_color;\nuniform float u_point;\n\nvarying vec2 v_normal;\nvarying float v_linesofar;\n\nvoid main() {\n // We store the texture normals in the most insignificant bit\n // transform y so that 0 => -1 and 1 => 1\n // In the texture normal, x is 0 if the normal points straight up/down and 1 if it's a round cap\n // y is 1 if the normal points up, and -1 if it points down\n vec2 normal = mod(a_pos, 2.0);\n normal.y = sign(normal.y - 0.5);\n v_normal = normal;\n\n // Scale the extrusion vector down to a normal and then up by the line width\n // of this vertex.\n vec2 extrude = a_extrude / scale;\n vec2 dist = u_linewidth.s * extrude * (1.0 - u_point);\n\n // If the x coordinate is the maximum integer, we move the z coordinates out\n // of the view plane so that the triangle gets clipped. This makes it easier\n // for us to create degenerate triangle strips.\n float z = step(32767.0, a_pos.x);\n\n // When drawing points, skip every other vertex\n z += u_point * step(1.0, v_normal.y);\n\n // Remove the texture normal bit of the position before scaling it with the\n // model/view matrix. Add the extrusion vector *after* the model/view matrix\n // because we're extruding the line in pixel space, regardless of the current\n // tile's zoom level.\n gl_Position = u_matrix * vec4(floor(a_pos / 2.0), 0.0, 1.0) + u_exmatrix * vec4(dist, z, 0.0);\n v_linesofar = a_linesofar * u_ratio;\n\n\n gl_PointSize = 2.0 * u_linewidth.s - 1.0;\n}\n", + "// these are the shaders for rendering antialiased lines\n\n// floor(127 / 2) == 63.0\n// the maximum allowed miter limit is 2.0 at the moment. the extrude normal is\n// stored in a byte (-128..127). we scale regular normals up to length 63, but\n// there are also \"special\" normals that have a bigger length (of up to 126 in\n// this case).\n#define scale 63.0\n\nattribute vec2 a_pos;\nattribute vec2 a_extrude;\nattribute float a_linesofar;\n\n// matrix is for the vertex position, exmatrix is for rotating and projecting\n// the extrusion vector.\nuniform mat4 u_matrix;\nuniform mat4 u_exmatrix;\n\n\nuniform float u_debug;\n\n// shared\nuniform float u_ratio;\nuniform vec2 u_linewidth;\nuniform vec4 u_color;\nuniform float u_point;\n\nvarying vec2 v_normal;\nvarying float v_linesofar;\n\nvoid main() {\n // We store the texture normals in the most insignificant bit\n // transform y so that 0 => -1 and 1 => 1\n // In the texture normal, x is 0 if the normal points straight up/down and 1 if it's a round cap\n // y is 1 if the normal points up, and -1 if it points down\n vec2 normal = mod(a_pos, 2.0);\n normal.y = sign(normal.y - 0.5);\n v_normal = normal;\n\n // Scale the extrusion vector down to a normal and then up by the line width\n // of this vertex.\n vec2 extrude = a_extrude / scale;\n vec2 dist = u_linewidth.s * extrude * (1.0 - u_point);\n\n // If the x coordinate is the maximum integer, we move the z coordinates out\n // of the view plane so that the triangle gets clipped. This makes it easier\n // for us to create degenerate triangle strips.\n float z = step(32767.0, a_pos.x) * 2.0;\n\n // When drawing points, skip every other vertex\n z += u_point * step(1.0, v_normal.y);\n\n // Remove the texture normal bit of the position before scaling it with the\n // model/view matrix. Add the extrusion vector *after* the model/view matrix\n // because we're extruding the line in pixel space, regardless of the current\n // tile's zoom level.\n gl_Position = u_matrix * vec4(floor(a_pos / 2.0), 0.0, 1.0) + u_exmatrix * vec4(dist, z, 0.0);\n v_linesofar = a_linesofar * u_ratio;\n\n\n gl_PointSize = 2.0 * u_linewidth.s - 1.0;\n}\n", "// shared\nuniform float u_debug;\nuniform vec2 u_linewidth;\nuniform vec4 u_color;\nuniform float u_point;\nuniform float u_gamma;\n\nuniform vec2 u_dasharray;\n\nvarying vec2 v_normal;\nvarying float v_linesofar;\n\nvoid main() {\n // Calculate the distance of the pixel from the line in pixels.\n float dist = length(v_normal) * (1.0 - u_point) + u_point * length(gl_PointCoord * 2.0 - 1.0);\n\n dist *= u_linewidth.s;\n\n // Calculate the antialiasing fade factor. This is either when fading in\n // the line in case of an offset line (v_linewidth.t) or when fading out\n // (v_linewidth.s)\n float alpha = clamp(min(dist - (u_linewidth.t - 1.0), u_linewidth.s - dist) * u_gamma, 0.0, 1.0);\n\n // Calculate the antialiasing fade factor based on distance to the dash.\n // Only affects alpha when line is dashed\n float pos = mod(v_linesofar, u_dasharray.x + u_dasharray.y);\n alpha *= max(step(0.0, -u_dasharray.y), clamp(min(pos, u_dasharray.x - pos), 0.0, 1.0));\n\n gl_FragColor = u_color * alpha;\n\n if (u_debug > 0.0) {\n gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);\n }\n}\n", }, { diff --git a/src/style/sprite.cpp b/src/style/sprite.cpp index a37b31f931..ceef267392 100644 --- a/src/style/sprite.cpp +++ b/src/style/sprite.cpp @@ -36,6 +36,7 @@ void Sprite::load(const std::string& base_url) { std::lock_guard<std::mutex> lock(sprite->mtx); if (sprite->img.size() && sprite->pos.size()) { sprite->loaded = true; + platform::restart(NULL); fprintf(stderr, "sprite loaded\n"); } }; |