Commit message (Collapse) | Author | Age | Files | Lines | |
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* | [core] Move renderer/* files into sub-folders (#8983) | Asheem Mamoowala | 2017-05-12 | 1 | -88/+0 |
| | | | Move renderer/* files into sub-folders | ||||
* | [core] Render fill-extrusion layers (#8431) | Lauren Budorick | 2017-04-27 | 1 | -1/+1 |
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* | [core] split off render layers | Ivo van Dongen | 2017-04-25 | 1 | -3/+3 |
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* | [core] Add support for data-driven styling | John Firebaugh | 2017-02-02 | 1 | -1/+5 |
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* | [core] Update gl-js for shader change | John Firebaugh | 2016-12-23 | 1 | -2/+2 |
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* | [core] Use indexed rendering everywhere | John Firebaugh | 2016-12-01 | 1 | -1/+2 |
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* | [core] Convert style properties to a tuple-based approach | John Firebaugh | 2016-11-17 | 1 | -7/+7 |
| | | | | | | | | 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] Introduce SegmentVector | John Firebaugh | 2016-11-15 | 1 | -1/+2 |
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* | [core] Use gl::Program to resolve some rough edges in the GL binding types | John Firebaugh | 2016-11-08 | 1 | -4/+5 |
| | | | | | | | | | * 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 template | John Firebaugh | 2016-11-08 | 1 | -4/+4 |
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* | [core] force explicit initialization of uniform values | Konstantin Käfer | 2016-11-07 | 1 | -13/+13 |
| | | | | force users to use the actual names to avoid implicit conversion accidentally targeting the wrong shader | ||||
* | [core] remove Uniforms::value in favor of direct construction | Konstantin Käfer | 2016-11-07 | 1 | -2/+2 |
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* | [core] Modern C++ bindings for OpenGL | John Firebaugh | 2016-10-28 | 1 | -31/+30 |
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* | [core] Methods don't need to be Painter instance methods | John Firebaugh | 2016-10-28 | 1 | -28/+28 |
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* | [core] Adhere to vertices/vertexBuffer naming convention | John Firebaugh | 2016-10-05 | 1 | -1/+1 |
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* | [core] Refactor Buffer | John Firebaugh | 2016-10-05 | 1 | -1/+1 |
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* | [core] remove dependence on gl.h types | Konstantin Käfer | 2016-09-29 | 1 | -4/+4 |
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* | [core] merge gl::ObjectStore into gl::Context | Konstantin Käfer | 2016-09-27 | 1 | -1/+1 |
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* | [core] rename gl::Config to gl::Context | Konstantin Käfer | 2016-09-27 | 1 | -6/+6 |
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* | [core] Pass RenderTile rather than individual parameters | John Firebaugh | 2016-07-11 | 1 | -3/+3 |
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* | [core] Introduce PaintParameters | John Firebaugh | 2016-07-11 | 1 | -4/+5 |
| | | | | Use it to DRY selection of regular vs. overdraw shaders and VAOs. | ||||
* | [core] Introduce non-anonymous Shaders class | John Firebaugh | 2016-07-11 | 1 | -2/+2 |
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* | [core] Fix raster shader opacity in some cases | Bruno de Oliveira Abinader | 2016-07-11 | 1 | -1/+1 |
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* | [core] move shaders to anon struct and alias them | Konstantin Käfer | 2016-07-07 | 1 | -17/+17 |
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* | [core] Update RasterShader | Bruno de Oliveira Abinader | 2016-07-02 | 1 | -7/+14 |
| | | | | Ref: https://github.com/mapbox/mapbox-gl-shaders/issues/1 | ||||
* | [core] Fix overdraw mode on Linux | Bruno de Oliveira Abinader | 2016-07-01 | 1 | -11/+13 |
| | | | | | | | | | | - Use glBindAttribLocation for GLSL attributes. - Create a separate shader for each shader that supports overdraw. Needed because each uniform location must be known for every program. - Create a separate VAO for each shader inside buckets. Needed because we can only bind a VAO to a specific shader. Fixes #5435. | ||||
* | [core] Merge TexturePool into ObjectStore; pool all textures (#5477) | John Firebaugh | 2016-06-27 | 1 | -1/+1 |
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* | [core] remove TexturePool dependency from Raster constructor | Konstantin Käfer | 2016-06-22 | 1 | -1/+1 |
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* | [core] s/Wireframe/Overdraw/g | Bruno de Oliveira Abinader | 2016-06-20 | 1 | -1/+1 |
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* | [core] Refactor wireframe to match JS overdraw mode | Bruno de Oliveira Abinader | 2016-06-20 | 1 | -1/+1 |
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* | [tidy] Check llvm-namespace-comment | Bruno de Oliveira Abinader | 2016-06-13 | 1 | -1/+1 |
| | | | | Ref: http://clang.llvm.org/extra/clang-tidy/checks/llvm-namespace-comment.html | ||||
* | [core] Rationalize naming for style-related code | John Firebaugh | 2016-06-02 | 1 | -3/+7 |
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* | [core] Runtime style layer API | John Firebaugh | 2016-06-02 | 1 | -1/+2 |
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* | [core] s/GLObjectStore/ObjectStore/ | Bruno de Oliveira Abinader | 2016-06-01 | 1 | -1/+1 |
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* | [core] move Painter and dependents to new *TileID classes | Konstantin Käfer | 2016-05-10 | 1 | -1/+4 |
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* | [core] Adopt a strict naming convention for style properties | John Firebaugh | 2016-04-21 | 1 | -6/+6 |
| | | | | This will allow code to be generated from the style specification. | ||||
* | [core] always set activeTexture before binding a texture | Ansis Brammanis | 2016-04-14 | 1 | -0/+4 |
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* | [core] disable stencil test for rasters | Konstantin Käfer | 2016-04-06 | 1 | -2/+1 |
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* | [core] Enforce constants usage | Bruno de Oliveira Abinader | 2016-03-01 | 1 | -1/+1 |
| | | | | | Use 'LATITUDE_MAX', 'LONGITUDE_MAX', 'DEG2RAD' and 'RAD2DEG' whenever possible. | ||||
* | [core] Thread GLObjectStore through to Holder objects | John Firebaugh | 2016-02-18 | 1 | -1/+1 |
| | | | | | | This eliminates the reliance on ThreadContext to provide GLObjectStore, and statically enforces that GL cleanup functions happen only when GLObjectStore::performCleanup is called. With the elimination of the Map thread, this becomes important because there may be multiple GLObjectStore's per-thread, and Map will need to ensure that the correct context is active when calling GLObjectStore::performCleanup. | ||||
* | [gl] Use Shader::getID() whenever possible | Bruno de Oliveira Abinader | 2016-02-18 | 1 | -1/+1 |
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* | [core] move platform/gl.hpp to gl/gl.hpp | Konstantin Käfer | 2016-02-08 | 1 | -1/+1 |
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* | [core] Ensure GL state is set to necessary values in more places | John Firebaugh | 2015-12-09 | 1 | -0/+1 |
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* | [core] Eliminate use of ClassProperties for paint | John Firebaugh | 2015-11-10 | 1 | -4/+4 |
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* | [core] Reset GL values when needed | Bruno de Oliveira Abinader | 2015-11-06 | 1 | -0/+2 |
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* | [core] Use GL_TRUE/GL_FALSE instead of true/false | Bruno de Oliveira Abinader | 2015-11-06 | 1 | -2/+2 |
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* | [core] Move remaining GL state from Painter into GLConfig object | Konstantin Käfer | 2015-11-04 | 1 | -1/+1 |
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* | [core] Introduce StyleLayer subclasses | John Firebaugh | 2015-10-22 | 1 | -3/+3 |
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* | [core] Rationalize style property classes: <type>{Paint,Layout}Properties | John Firebaugh | 2015-10-22 | 1 | -1/+1 |
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* | fix depth clipping in perspective view | Ansis Brammanis | 2015-08-24 | 1 | -1/+1 |
| | | | | | | | | | The depth range is now set slightly differently. Both ends of the range are shifted for each layer to solve some precision issues. Some layers draw multiple things at different depths. For example, fill layers draw fills and antialiasing separately. To handle this case, I added setDepthSublayer(n) which a |