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* [build] ICU is now configured per platformBruno de Oliveira Abinader2016-12-121-1/+0
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* [core] Implement circle-stroke propertiesJohn Firebaugh2016-12-091-0/+6
| | | | Also includes stubs for fill-extrusion layer, because most of the code was auto-generated.
* [core] Move CrossFadedPropertyEvaluator to its own fileJohn Firebaugh2016-12-061-1/+2
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* [core] Move evaluation algorithm to FunctionJohn Firebaugh2016-12-061-0/+1
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* [core] remove unused umbrella header in favor of individual includesKonstantin Käfer2016-11-221-3/+0
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* [build] move logging to utilKonstantin Käfer2016-11-221-7/+5
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* [build] move headless rendering files to platform/defaultKonstantin Käfer2016-11-221-5/+0
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* [build] move default ThreadPool implementation to platform/defaultKonstantin Käfer2016-11-221-1/+0
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* [build] move GLFW-related files to platform/glfwKonstantin Käfer2016-11-221-2/+0
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* [build] move default_styles to platform/defaultKonstantin Käfer2016-11-221-2/+0
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* [build] move Reachability to platform/darwinKonstantin Käfer2016-11-221-3/+0
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* [build] use scripts/generate-core-files.sh to auto-generate core-files.cmakeKonstantin Käfer2016-11-221-3/+3
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* [core] Convert style properties to a tuple-based approachJohn Firebaugh2016-11-171-1/+3
| | | | | | | | 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.
* [core] Add ICU package for Bidirectional text support and arabic text shaping.Chris Loer2016-11-171-0/+2
| | | | | Apply bidi and shaping in symbol_layout. Add utility functions for converting to and from UTF-16.
* [core] update native for line property function shaders changes (#6658)Molly Lloyd2016-11-161-0/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * [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
* [core] Line-break ideographic text by character (#6828)Minh Nguyễn2016-11-141-0/+2
| | | | | | | | | | | | | | * [core] Line-break ideographic text by character Allow a line break to be inserted after any supported Chinese, Japanese, or Yi character in a point-placed label. Balance the lines unless non-ideographic text such as Latin letters are present. Fixes #1223. * [core] Moved more character classing into util::i18n * [core] Detect character properties by Unicode block * [test] Reenabled ideographic breaking tests
* [core] Use gl::Program to resolve some rough edges in the GL binding typesJohn Firebaugh2016-11-081-1/+2
| | | | | | | | | * 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.
* [core] Introduce gl::Program templateJohn Firebaugh2016-11-081-46/+19
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* [core] Make attribute binding more similar to uniform bindingJohn Firebaugh2016-11-081-12/+8
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* [build] Remove unused gl/implementation.hppBruno de Oliveira Abinader2016-11-081-1/+0
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* [core] Moved util::log2 to its own headerBruno de Oliveira Abinader2016-10-311-1/+2
| | | | | | - Added util::{MIN,MAX}_ZOOM_F to avoid consecutive conversions from double to float - Move util::log2 to its own header (part of mbgl/math)
* [core] Modern C++ bindings for OpenGLJohn Firebaugh2016-10-281-3/+19
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* [core] change std::array<uint16_t, 2> to mbgl::SizeKonstantin Käfer2016-10-271-0/+1
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* [core] move gl::Context to Backend and refactor ViewKonstantin Käfer2016-10-251-3/+5
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* [core] separate Backend from View for headless renderingKonstantin Käfer2016-10-251-0/+4
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* [core] [node] pass thread pool impl to Map constructorMike Morris2016-10-201-2/+0
| | | | | | | Updates mbgl::Map constructor usage everywhere Adds NodeThreadPool implementation using AsyncQueue to call Nan::AsyncQueueWorker from main thread
* [core] Rationalize shader namesJohn Firebaugh2016-10-061-18/+18
| | | | {layer type}{subtype}Shader
* [core] TextureRectVertex ⇢ SymbolVertexJohn Firebaugh2016-10-051-2/+2
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* [core] Make ElementGroup saferJohn Firebaugh2016-10-051-1/+1
| | | | | | Template on shader types, rather than count. This allows the compiler to enforce using the correct VAO for the shader and PaintMode. This fixes OverdrawMode with circle layers. While here, avoid using unique_ptrs for groups. Instead, ensure ElementGroup is movable.
* [core] Improve attribute binding APIJohn Firebaugh2016-10-051-0/+1
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* [core] Move shader and uniform to gl directoryJohn Firebaugh2016-10-051-4/+4
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* [core] Refactor BufferJohn Firebaugh2016-10-051-21/+17
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* [core] remove Raster object in favor of a more low-level Texture objectKonstantin Käfer2016-10-041-2/+2
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* [core] move OpenGL extension loading to their own headersKonstantin Käfer2016-09-291-0/+4
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* [core] remove dependence on gl.h typesKonstantin Käfer2016-09-291-0/+1
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* [core] Use geojson as a header only libraryThiago Marcos P. Santos2016-09-281-0/+1
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* [core] merge gl::ObjectStore into gl::ContextKonstantin Käfer2016-09-271-2/+3
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* [core] rename gl::Config to gl::ContextKonstantin Käfer2016-09-271-2/+1
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* [core] move GL value accessors to gl::value namespaceKonstantin Käfer2016-09-271-2/+3
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* [core] add ability to render to offscreen texturesKonstantin Käfer2016-09-271-0/+2
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* [core] make GL value defaults constexprKonstantin Käfer2016-09-261-1/+1
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* [core] Merge GlyphStore and GlyphAtlasJohn Firebaugh2016-09-191-5/+3
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* [core] Merge SpriteStore and SpriteAtlasJohn Firebaugh2016-09-191-3/+1
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* [core] Use an actor model for tile worker concurrencyJohn Firebaugh2016-09-161-4/+14
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* [core] Move SymbolInstance and SymbolFeature into their own filesJohn Firebaugh2016-09-161-0/+3
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* [core] Move {clip,merge}_lines to layout directoryJohn Firebaugh2016-09-161-4/+4
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* [core] Extract SymbolLayout from SymbolBucketJohn Firebaugh2016-09-141-0/+5
| | | | | | | | | | | | | | SymbolLayout lives on the worker thread and contains the persistent data needed for repeated placement. SymbolBucket contains the data generated during placement, and is transferred to the main thread for rendering. This eliminates the risky sharing of GeometryTile::buckets between the main thread and worker thread during TileWorker::redoPlacement. While here, rationalize the names of states a SymbolLayout may be in: * Pending: Waiting for the necessary glyphs or icons to be available. * Prepared: The potential positions of text and icons have been determined. * Placed: The final positions have been determined, taking into account prior layers. In TileWorker, all SymbolLayouts are stored in a single vector. Each SymbolLayout knows what state it is in, and TileWorker can easily determine how much progress it can make toward a final result.
* [core] OnlineFileSource - rate limitIvo van Dongen2016-09-131-0/+2
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* [core] Extract WorkTaskImpl from run_loop.hppJohn Firebaugh2016-09-081-0/+1
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* [core, ios, android, qt] Observe style layer mutations rather than requiring ↵John Firebaugh2016-09-061-0/+1
| | | | | | SDKs to use Map::update This paves the way for updates to filter and layout properties to trigger a source reload, without each SDK having to participate in the implementation.